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Stephanie Fitzgerald

GAMBIT: Do It Yourself Game Design - 1 views

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    Hear MIT GAMBIT Lab experts talk about engagement in practical terms--and get some hands-on experience designing a board or video game. The three-hour workshops are part of the Cambridge Science Festival; this event takes place on April 28 and requires a $5 preregistration. Though I'm sure EMF will be touched on one way or another in all of the workshops, I thought the Serious Games for Social Change workshop might be of particular interest to you all: "In this workshop, best practice examples of serious games for social change will be played, discussed and analyzed. Furthermore ideas and sketches for proto-types will be developed and ways of realizing them will be discussed! The workshop gives the participants hands-on experiences and insights into the potential and limits of video games designed for social change. No pre-experiences are needed!"
Ryan Brown

College Students Find 'Serious' Video Games Educational, Fun - chicagotribune.com - 0 views

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    Article on college students using "serious" video games as part of their instruction.
Matthew Ong

games2train.com : Serious Training in a Game Environment - 0 views

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    This website offers numerous serious games that claim to offer serious training for various businesses.
Stephanie Fitzgerald

Why One Hospital is Insisting That Staff Play Games at Work | Caspian Learning : Multi-... - 0 views

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    Caspian Learning built an immersive 3D serious game for Great Ormond Street Hospital Charity in the UK to increase operator engagement in training to use medical hoists.
Jerald Cole

Amazon.com: The Complete Guide to Simulations and Serious Games: How the Most Valuable ... - 0 views

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    Clark Aldrich's "The Complete Guide to Simulations and Serious Games" is a good complement to Prensky's books on the subject. We require both in our "eLearning Games" course at UB. The instructor of that course directed my to these two resources.
Leslie Lieman

Angry Birds, Farmville and Other Hyperaddictive 'Stupid Games' - NYTimes.com - 0 views

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    The cover of the NYTimes magazine section: "The Hyperaddictive, Time-Sucking, Relationahip-Busting, Mind-Crushing, Power and Allure of Silly Digital Games." How about a flood of letters about serious games in response?
Stephanie Fitzgerald

Study shows how gaming impacts brain function to inspire healthy behavior | Games for H... - 0 views

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    A study out of Stanford looked at how videogames, in particular serious games and games for health, can activate circuits in the brain associated with positive motivation. "The study published today provides new insights into how these effects might have occurred, revealing that active participation in gameplay events is key to activating the brain's positive motivation circuits. Seeing and hearing the same information without active participation in gameplay had no impact on activity in positive motivation circuits."
Kasthuri Gopalaratnam

How Serious Games Help You Learn - 1 views

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    Gaming and Simulations for Training
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    Hi Kasturi - It will be interesting to watch the growth of companies like this. I am tempted to get a free quote to learn the ballpark $$ for having training simulations made. In reviewing some of the simulations, some seemed much more valuable than others (i.e. tour of USAFA with ability to earn points to change look of avitar seemed irrelevant because the points were earned after the tour was taken... who would take it again?)
Stephanie Fitzgerald

Putting self-efficacy theory into serious games | Pamela M. Kato, EdM, PhD - 2 views

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    Here is more on self-efficacy theory, particularly how it was applied in the author's game "Air Medic Sky 1."
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    Nice post, Stepahnie. I have already borrowed a couple of ideas from this for my project, such as some training modules within the game to provide mastery experiences.
Xavier Rozas

Controller advancements - 1 views

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    First off, I really stopped playing the major video game titles after I beat Super Mario Bros. II. It took me like 4 months to best Bowser, but once I did and the world pretty much remained the same I lost interest. Still, I cannot say all the new games that have come out recently don't peak my interest. The problem, I have been out of the gaming loop for so long now that I am at a serious disadvantage whenever I play. The controllers have become so complkicated and sensative that I spend most of the initial induction just trying to figure out what the hell I am supposed to do, and what combonation of clicks and toggles prompts the desired effect. Nintendo's Wii however seemingly streamined the learning curve as my body was the primary controller. Sony is now prepping to launch an entirely new controller protocol that uses the functions of the handheld even less. It might even eliminate the need for a controler all together...all body, all movement are calibrated and support the players avatar.
Xavier Rozas

Man uses Facebook for suicide note - 0 views

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    This SOB used Facebook to explain his reasons for taking his son's and his own life. Make no mistake this guy has some serious issues. Still, it is noteworthy that Facebook and other social media outlets (youtube, flickr) have been used by the public and authorities to intervene and prosecute people that broadcast their criminal actions and intent. Think about it, George Orwell's vision of the future had the authorities constantly policing and monitoring citezens, but this has not been the case. Instead, we the people, ourselves are the ones monitoring each other via ubiquitous content creation and social media sharing.
Kate O'Donnell

Nevermind Game - 0 views

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    A video game that uses biofeedback to help players practice and better control their reactions to stress. It's an interesting combination of entertainment and serious biofeedback training, presenting a very creative approach to designing engaging conditions for learning that allow for relevant skill transfer.
Kasthuri Gopalaratnam

Serious Games Association to Launch Directory - Digital Education - Education Week - 3 views

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    I now know where the EMF Rater should live or at least get a link...
Kate O'Donnell

Video Game May Help Treat Teen Depression - 3 views

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    This is an interesting example of a video game targeting mental health. The designers created a 3D fantasy world with different realms in which players learn mental behavioral techniques used to combat depression. The game was found to be effective in reducing symptoms of anxiety and depression in teens with mild to moderate depression.
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    Such a great idea. In rural areas, the lack of mental health practitioners is a serious problem so we reserve referrals for children who are in dire circumstances. Children with moderate or mild depression almost never get services. This game has great potential!
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    That's such an excellent point Allison!
Jerald Cole

Clark Aldrich Designs - 0 views

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    ...and, here is the link to Alrich's website.
Kasthuri Gopalaratnam

Kinect Effect Reaches Into Hospitals, Senior Centers - 2 views

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    A serious and life-saving application of Kinect
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    That's so cool! I love how it aids in rehabilitation, but it also gives senior citizens a chance to play games that they physically can't really do anymore.
Parisa Rouhani

Your Facebook profile: An open invite to crime? - Technotica- msnbc.com - 0 views

  • consider how you, yourself may be actively violating not only our personal privacy, but your physical existence with the stuff you post on social networks every single day.
  • Thirty-eight percent of the Facebook and Twitter users surveyed posted their holiday plans online, and 33 percent shared information about weekends away. "Coupled with the finding that an alarmingly high proportion of users are prepared to be 'friends' online with people they don't really know, this presents a serious risk to the security of people's home and contents," the insurance company said in a statement.
Xavier Rozas

A Soldier's Story: training is serious when you could be deployed - 0 views

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    Talk about high stakes tests! These soldiers in basic training are learning about the tools of the trade in simulations designed to evoke emotional reactions not dissimilar to the ones they may face if deployed to a war zone.
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