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Brandon Pousley

SimCity EDU for the Classroom - 0 views

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    This is a webinar chat that I sat in on today (A few questions I posed are featured in the Q&A at the end.) With the new SimCity release, they have also partnered with a company called GlassLab that has designed a teacher resource hub and also modified game that enables teachers to easily use the game in classrooms. There will be specific inquiry based challenges that allow students to interact in the game environment to investigate community issues (ranging from water shortages, power outages, labor disputes, earthquakes, budget concerns, etc.) and work with citizens and government to solve the issues. There is also an exciting multiplayer format where neighboring cities are controlled by other students and they must work together to solve problems. Glass Lab is partnering with EA Games, Gates Foundation, and ETS to build the teacher hub where educators can design and share best practices, lesson plans, etc. In addition, they will be doing a long term study to measure educational outcomes. It appears as though they are using this game as a pilot opportunity to build the framework for larger commercial game integration into the classroom.
Stephanie Fitzgerald

Designing engagement: The secret of Game Dev Story - 0 views

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    Here's another perspective on engagement: how to make games more addictive (or compulsive?) by creating "smarter game loops" with fewer exit points. The example discussed is "Game Dev Story," a management simulation for a game development studio.
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
  • The South Korean government estimates that the country has 2 million citizens addicted to the Internet
  • Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet café playing the role-playing game Prius Online
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  • 22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
  • Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
  • Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
  • The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
  • Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
  • We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
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    This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
Jennifer Jocz

Seeking Philanthropy in MMOs and Online Gaming :: ZAM - 1 views

  • This Wednesday, McGonigal is launching Urgent Evoke, a new MMO-ARG (Alternate Reality Game) hybrid that she hopes will "help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most urgent social problems," according to the official blog. The upcoming game offers players the chance to earn tangible rewards—scholarships and venture capital, for example—by performing real-world "quests" like volunteer work and career-building tasks. The concept might not seem that enticing to conventional gamers, but it's an early, real-world application of what McGonigal believes social gaming can help achieve.
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    Can video games help change the world?
Stephanie Fitzgerald

Why gaming in the classroom may soon be the norm | Firstpost - 5 views

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    An interesting post on games in education that links to many examples for learning to code and mentions some other online educational environments that use gamification.
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    Hi Stephanie - This article also seems to highlight the extrinsic rewards of points and badges -- calling it "gamification." And given our last conversation in class, I wonder if all the points and badges will kill the intrinsic desire to play the games. Interestingly, there was a comment with a link to another article http://www.hideandseek.net/2010/10/06/cant-play-wont-play/ where the writer notes that some games just use "pointification," and that the best games are the ones that have rich cognitive, emotional and social aspects, with choice and skill... but not dependent on points/badges. In light of our "motivation" conversations, it will be interesting to watch how gaming in the classroom plays out if they are largely point/badges driven.
Chris Dede

Realityworks Teaches Business Ed with Online Simulation Games -- THE Journal - 0 views

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    business education for high school students via online simulation games
Chris Dede

Teaching Tools: Using Online Simulations and Games | Edutopia - 0 views

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    Online games aid learning
Leslie Lieman

Globaloria - Educational Games Made By Students - 0 views

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    Students learn how to make educational web games. Globaloria is sponsoring some of the events for the Digital Learning Day (posted below) and are "opening their Globaloria game design classes to parents, friends, educators, administrators, policy makers and media. Visitors will get to experience first-hand the innovative, hands-on "game design studio" that these classes engage in daily. They will see students developing original STEM learning games, collaborating with peers and their teacher, using a digital curriculum, and receiving support through an online learning network."
Matthew Ong

Online Gaming - Motivational in many ways - 0 views

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    This author believes that games can be the basis of learning and explores various ways that games promote thinking and motivation.
Soomi Hong

Teachers use video, online games to help bring lessons to life - JSOnline - 1 views

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    This article introduces the teachers who are using online and video games to enhance students' learning experiences.
Soomi Hong

Online games may not boost brainpower, according to British study - 0 views

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    Online games may not boost brainpower
Chris Dede

How Online Gaming Can Teach Kids About the Economy - Forbes - 0 views

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    why gaming teaches economics
Chris Dede

Online Gaming With Real-World Friends Is Healthier: Study - US News and World Report - 3 views

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    gaming as a basis for interpersonal communication
Diego Vallejos

GAMEUP | BrainPOP Games - 1 views

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    Play award winning free educational online games on science, math, social studies health and watch BrainPOP animated movies.
Soomi Hong

Forecasting the Future May Be a Matter of Fun and Games - 1 views

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    A new online game uses crowdsourcing to find out how to save humans from extinction.
Jerusha Saldaña Yanez

BBC - GCSE Bitesize - Games index - 0 views

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    In order to progress in the game of The Lost Army of Fu Shi players must answer multiple choice questions regarding business studies, geography, science, etc. to get more time to "play" .
Soomi Hong

Online Game, Made in U.S., Seizes the Globe - 1 views

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    This aricle introduces "World of Warcraft", a fantasy game that has become a worldwide hit.
Brandon Pousley

Winter Bells - 0 views

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    On a study break, I rediscovered this quite addictive, simple game that I think captures the ideas of flow quite nicely. I think the simple design, exponential scoring, soothing music, great art, and realistic physics make it quite immersive (for better or for worse!)
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    The music, the challenge of hitting the bells, the fact that the bells actually add some 'harmony' to the music, the high score at the end of the game. Simply brilliant. Thanks for sharing it!
Stephanie Fitzgerald

Learning to fly in persistent digital worlds: the case of Massively Multiplayer Online ... - 0 views

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    This article discusses play in virtual worlds (focusing on World of Warcraft) with an emphasis both on the learning that takes place and the engagement. You'll have to log in with your Harvard ID to get the article, FYI. "Our observation showed that players are motivated by the game's scope, rules, and scenario to create and participate in virtual communities, and share their knowledge with others, while newcomers are encouraged to engage in collective actions, and develop their skill base. We also found that although current MMORPGs have not been designed as instructional tools, they provide an excellent fantasy environment for intrinsically motivating learning, where players can experience the elements of challenge, curiosity, and control [30]." "People engage in pervasive games that use the best of two worlds, the virtual and the physical, in order to offer to its players the sense of maximum enjoyment."
Chris Dede

New Webinars in Game-Based Learning - 0 views

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    Overview of what teachers are being offered as professional development for educational games
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