What's Happening to Kids' Games? - 0 views
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A look at the commercial kids game space. The article indicates the development of kids games is moving to tablets because of the gesture format, low cost of titles and ability to play short games. Disadvantage with tablets highlighted is the lack co-play features (unlike consoles where it's easy for several people to play simultaneously). Games cited in article: Once Upon a Monster, Where's My Water, Niko, Habbo Hotel.
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With bluetooth and WiFi features available, I wonder why there is not much thought about incorporating co-play in mobile games? I think using the gyroscopic features in iPhones and iPads can lead to creative multi-player games.
Draw Something, a New Twist on Pictionary, Charms Mobile Gamers - NYTimes.com - 0 views
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Mr. Porter attributed the game’s success to its real-time feel. Players can watch animated playbacks of their teammates trying to guess their creation before taking their turn. The word choices are another big selling point; in addition to standard selections like “orange” and “dynamite,” the game is liberally infused with pop culture references, like members of the Wu-Tang Clan and Skrillex, a dubstep DJ. “We’re also benefiting from hitting at a time when a lot of people are moving from feature phones to smartphones,” he said. Mr. Porter thinks that just as Facebook has a social graph — the people its users want to be friends with — OMGPop can learn more about its “gamer graph,” or the people their users like to play games with. “It’s really about relationships,” he said of the game. “How well do I know you and can guess what you drew. That is part of the fun.”
MERLOT - 0 views
An Examination of Flow and Immersion in Games - 0 views
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This article talks about experiential gaming and making the construct of flow operational for educational games. The study used a business simulation and questionnaire to measure videogame "flow antecedents" like clear goals and challenge-skill balance, flow state indicators like concentration and time distortion, and the "flow consequences" of learning and exploratory behavior for about 100 students attending a school of economics. "This study is part of an ongoing attempt to develop a usable and valid scale for assessing flow experience in educational games." (Log in with Harvard access)
DimensionU Wants Kids to Earn Their Allowances Through Educational Games - 0 views
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Pizza for straight-A's is so pre-Internet. Remember those programs at chain restaurants like Pizza Hut that bribed kids into doing well in school by offering a free pizza for every straight-A report card? Ntiedo Etuk does, and he's looking to bring the concept into the digital sphere with DimensionU, a comprehensive student motivation system that wants to create the first form of "educational currency."
What Makes Social Games Social? - 0 views
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Detailed examination of the axis that promote/discourage collaborative play (Synchronous vs. Asynchronous player interaction, Symmetrical vs. Asymmetrical relationship formation & Strong Tie vs. Loose Tie relationship evolution). The article provides examples of each axis in practice. Interesting application of SDT's "relatedness" in a gaming context.
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."
Challenge and hindrance stress: relationships with exhaustion, motivation to learn, and... - 0 views
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This article talks about a study on the positive and negative effects of "challenge stress" and "hindrance stress" on motivation to learn and learning performance. I linked the citation here; to access the full text, I recommend using Harvard's E-Research site to search for the Journal of Applied Psychology and then getting to the article via the EBSCO link in the catalog record. (Or else find J Appl Psuchol through EBSCO and log in with Harvard LibX.)
WPI Receives Grant for Development of Software Tools to Enhance Student Learning - 0 views
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This blurb announces a grant from the Bill & Melinda Gates Foundation to develop software tools that detect student engagement while using educational software--and use the data to improve learning. "To study engagement, robust learning, and emotion in real classrooms, [Ryan S.J.d. Baker's] research combines quantitative field observations of student behavior while using educational software with data mining to detect patterns in the ways students tackle the tasks that [his educational] software presents."
When Children Read Because They Want To, Not Because They Have To | Education.com - 4 views
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This article applies what we've learned about self-efficacy, interest, and engagement to literacy: "What makes a child an engaged reader?"
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Thanks for sharing this, Stephanie. Part of my job is to select books for a reading & writing academy in Seoul, and after reading this article I realized that affective elements of reading play a significant role in my book selections.
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Hi Stephanie - The author is listed as working for Reading is Fundamental, which is an organization I now follow for my work on the T545 class project. Part of their agenda is to "prepare and motivate children to read by delivering free books and literacy resources to those children and families who need them most." They focus on reaching underserved children from birth to age 8. I am hoping my website project addresses some of the issues raised in this article. Thanks.
"Designing Play That Matters: Community PlanIt and the Boston Public Schools" - Radclif... - 0 views
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An interesting lecture this Tuesday, March 27, 2012 at 6:15 p.m! Malkin Penthouse, 4th floor, Littauer Building, 79 John F. Kennedy Street, Eric Gordon explores whether Community PlanIt-a web-based social network developed by Gordon's Engagement Game Lab-help improve public schools in Boston. - Eric Gordon, Associate Professor, Department of Visual and Media Arts, Emerson College and Lead Designer, Community PlanIt - Commentary by Nigel Jacob, Co-Director, Office of New Urban Mechanics, City of Boston
Grant brings Harlem to high school - journal-news.net | News, sports, jobs, community i... - 0 views
Open Wonderland to be used as catalyst for African education - Hypergrid Business - 1 views
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We need technologies that are simple to teach and learn for both teachers and students alike.
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interactive and fun to encourage their interest
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3D virtual world technology as a catalyst
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Train Your Brain for Monk-Like Focus - 4 views
Study: MRI reveals brain function differs in math-phobic children - 1 views
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How can we help these children feel the sense of flow when in math class? Children who get anxious about doing math have brain function that differs from children who don't, with math-specific fear interfering with the parts of the brain involved in problem-solving, according to functional MRI (fMRI) scans of 7- to 9-year olds that formed the basis of a study published online March 20 in Psychological Science.
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