Flow, the secret to happiness - 2 views
Flow Theory | Education.com - 4 views
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Very good synthesis of applying Flow in Education; in time for next Monday's topic on Flow. Good takeaways in the "Implications for Teachers" section.
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Thanks for sharing Malik. I think this article provides a nice overview of flow and one main takeaway was the importance of positive affect. I agree that it is a good predictor of flow in an activity.
http://www.goodgamesbydesign.com/Files/CreatingFlowMotivationFun_MurphyEtAl_2011.pdf - 1 views
EdNET Insight | The Evolution of Games in Educational Publishing - 0 views
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On a marketing level, barriers to access have largely disappeared. In the old days, games were played on CD-ROMs, and few classrooms had computers. When Internet-delivered games first came out, schools had inadequate bandwidth, they struggled with administrative permissions issues, and there were not enough computers to go around. Now, computers are ubiquitous, broadband is standard, and permissions controls have been mastered.
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k one rea
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is that gaming can be a powerful medium for this kind of learnin
Grockit - 0 views
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.
Disney 'Connected Learning' Aims To Infuse Games with Learning - 0 views
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Disney's Connected Learning program has been developing games for 6 years now, the most popular title being Club Penguin. They are currently planning to roll out several pre-school titles and are also capturing data on the games effects on learning outcomes. Interesting to see Disney attracting top talent from the gaming industry to help develop games and also not shying away from doing the research to investigate educational outcomes.
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