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Jackie Iger

Game-Based Learning - Without Video Games | MindShift - 2 views

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    An interesting article on game play in the classroom...students take on the role of a video game character and act the part during game performances!
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    If you look at it as 'play' instead of 'game' I think it opens a whole range of possibilities. Which is not surprising. As young children, we learned through play, often elaborate role-play.
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    Hi Jackie - this just reminded me to post a link below re: the CUNY (City University of New York) group that reflects on and develops all types of games in teaching. http://games.commons.gc.cuny.edu/
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.
Stephen Bresnick

Storyboard Podcast: The Curse of Cow Clicker | Magazine - 1 views

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    This is a really interesting article about the story of one of the most popular web-based games of last year. The interesting part is that the creator of the game designed it as a joke, trying to poke fun at other wildly popular games like Farmville. He made the game as simple as possible, compelled users to log in regularly to "Click a Cow," and had them earn points when other people clicked their cows. The message was supposed to be, "these types of games are manipulative in their tactics to keep people playing, and they are mindless and painfully stupid." However, his design stumbled on something that people really enjoy, and as a result, people didn't get that the game was meant to be a joke, and it became a huge hit. I think this shows that flow-inducing actitivities, or ones that keep the user engaged and provide quick feedback, are highly desirable for users.
Jennifer Jocz

Why Everything Is Becoming a Game - 1 views

  • Over the last year, he started grading two of his classes (both involved with game design) using a system based on “experience points,” or XP, similar to the way gamers in World of Warcraft and other massively multiplayer games award points for various tasks. Students started the year at level one, with zero XP, and then gained points — and higher grades — by completing “quests” and “crafting,” which corresponded to giving presentations and doing exams and quizzes. Students also formed “guilds” similar to the gaming groups that rule WoW and other multiplayer games. Sheldon says that his students seemed far more engaged than they had been before.
  • The bottom line is that good games take advantage of people’s innate desire to compete with each other, but balance that with their need to receive rewards, including the approval of their peers — rewards that in some cases can be used to modify their behavior in certain ways. T
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    Interesting article about how certain features of video games (gaining experience points, forming guilds, etc.) are being incorporated in unexpected ways in our lives.
Chris Dede

Game-based Learning Is Playing for Keeps -- THE Journal - 1 views

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    Arguments for game-based learning
Jackie Iger

James Gee: What Do Video Games Have to Do with Project-Based Learning? | Edutopia - 0 views

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    Gee comments on video games and project-based learning.
Marium Afzal

Game-based Learning: A Paradigm Shifting Opportunity For Innovation - 3 views

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    One point not covered in the article is that there may be something inherently similar about "gamers" (such as a motivational, attentional, or perceptive profile) that makes them different types of learners than others. Yes, it's true that some people deeply enjoy the structured (some more/some less) challenges provided by games, both board and virtual...but others do not. The big question is, does it benefit a majority of learners (or, say, a majority of at-risk learners) to invest in curricula that leverages game-based-learning?
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    It may stray a bit from the topic of motivation, but here's a neuroscience article (that I found quite interesting) that discusses how a difference in striatal volume appears to affect how one's performance improves in playing a game: Erickson, K. I., Boot, W. R., Basak, C., Neider, M. B., Prakash, R. S., Voss, M. W., Graybiel, A. M., et al. (2010). Striatal volume predicts level of video game skill acquisition. Cerebral Cortex, 20(11), 1-9. doi:10.1093/cercor/bhp293
Leslie Lieman

CUNY Games Network | Educators coming together to explore how the principles of games p... - 1 views

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    The City University of New York connects educators from every campus and discipline at CUNY who are interested in games, simulations, and other forms of interactive teaching. They hope to facilitate the pedagogical uses of both digital and non-digital games, improve student success, and encourage research and scholarship in the developing field of games-based learning.
Tracy Cordner

ScienceDirect - Computers & Education : Computer support for learning mathematics: A le... - 0 views

  • The IIRM are educational software components, specializing in mathematical concepts, presented through recreational mathematics, conceived as interactive, recreation-oriented learning objects, integrated within the environment.
  • instant messaging, chat rooms, and multi-player math games
  • Mexican high-school students
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    Research paper on "recreational learning objects" in this case a math-based computer game, which was shown to increase motivation in Mexican high schoolers.
Chris Dede

Chicago Quest: School based on video gaming technology and theory coming to Chicago - c... - 1 views

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    A chicago school based on the games-centered school in nyc
Chris Mosier

The Ups and Downs of Game-Based Learning - 1 views

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    This blog post describes the successes and failures of one school to integrate games into their latin language instruction. Teachers found the game compelling because it forced students to engage and prepare in a way that students do not in traditional classrooms.
Jerald Cole

Practomimetic pedagogy - 0 views

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    The Pericles Group "saving the world one practomime at a time." Roger Travis at UConn uses a game-based approach to teaching classics.
Chris Dede

2011 Horizon Report | EDUCAUSE - 2 views

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    This very useful forecast highlights augmented reality and game based learning.
Uche Amaechi

How to Invest in Game Based Learning - Forbes - 1 views

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    Great Game from Muzzy Lane--the folks who'll be speaking next week
Jing Jing Tan

Learning Games Network - 1 views

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    This organization develops projects that specialize in game-based learning.
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
Anushka Fernando

Developing a computer game to prepare children for surgery | AORN Journal | Find Articl... - 0 views

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    A video game developed based on a research on children in pre operative phase. With content on the surgery and other aspects that would help children get over their fear of surgeries.
Chris Dede

Digital | Social media and video games in classrooms can yield valuable data for teachers - 2 views

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    Brookings report on games and learning
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    It's interesting that so many products have a teacher focused data output model but if the software isn't making recommendations, the student must wait for the teacher to analyze the data to make changes. I wonder when software will empower students to make their own curricular choices based on their data. I don't believe I've seen this.
Stephanie Fitzgerald

melanie mcbride.net » Game-based learning: Keeping it real - 0 views

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    This post talks about the highly engaging "Gamercamp," referring to some concepts we discussed in T545, and goes on to discuss the potential for gaming in education.
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