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Garron Hillaire

BASE10, The DSi and Lefties Left Out - Chicago video game | Examiner.com - 2 views

  • There is a percentage of people in the world who hold that DS stylus a bit differently than the rest of you gamers out there and despite the attention of much of the gaming development industry, when we get ignored it isn’t difficult to avoid taking notice
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    Designers of games need to consider the audience. Here is an example of a game that excludes left handed players. The DSi is a small hand held device with two screens. This game is played by holding the device open as you would a book. The problem is that numbers are moving from the left page to the right page and players are expected to use a stylus to interact with the right page. Left handed players block the view of the game and cannot play.
Jennifer Jocz

Education, psychology and technology: Games lessons | The Economist - 0 views

  • transferring much of the pedagogic effort from the teachers themselves (who will now act in an advisory role) to a set of video games
  • Periods of maths, science, history and so on are no more. Quest to Learn’s school day will, rather, be divided into four 90-minute blocks devoted to the study of “domains”.
  • in education, as in other fields of activity, it is not enough just to apply new technologies to existing processes—for maximum effect you have to apply them in new and imaginative ways.
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    An article discussing the use of video games being used to replace the traditional "chalk talk". The games also combines the traditional subject-based curriculum into "domains".
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    An article discussing the use of video games being used to replace the traditional "chalk talk". The games also combine the traditional subject-based curriculum into "domains".
Sunanda V

How 10 Colleges Are Using Game-Based Learning Right Now - 2 views

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    Game-Based Learning in higher education...
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    Thanks for sharing this Jennifer. I wonder how how transferable these skills are from games to reality. Apart from the motivation and engagement factor, I think research is still inconclusive about the actual benefits of gaming. Any thoughts on such transfer? Thanks for sharing again!
Chris Johnson

Biology Lab Escape ("Escape the room" type flash game) - 0 views

    • Chris Johnson
       
      Try playing through this "escape the room" type flash game. You have to conduct an experiment as part of the solution. In this case the experiment is trivial and its validity is questionable, but couldn't we create a similar game as a performance assessment? If you get stuck, you can click "walkthrough" for help (including a video of the solution). Yes, I know there are many advertisements.
    • Xavier Rozas
       
      Chris don't you find the spastic picking up and inspecting of random artifacts laying around the castle, maze, forest, etc..hoping for a dialogue box to blurt out '..Just a regular newspaper...But what's this, a secret code puzzle left unfinished?!' is a flat experience. Don't get me wrong, I love easter eggs, but the hunt is a pain in clunky 2D.
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    Consider the possibilities for a performance assessment while playing through this simple "escape the room" game. The validity of the experiment involved in the solution is questionable.
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    Escape games are very big in the publishing industry right now due mostly to their inquiry based assessment and the low development cost compared to highly immersive first-person games. The biology lab escape is one of the better ones that I've seen out there. Thanks Chris!
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    I played for about 8 minutes and then grew tired of the game. I am curious how assessors would have graded my performance. I found the easier way to "escape the room" was to close the browser window.
Bharat Battu

India's $35 tablet is here, for real. Called Aakash, costs $60 -- Engadget - 3 views

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    Tying into discussions this week about bringing access to mobile devices to all via non-prohibitive costs, while still reaching a set of bare-minmum technical specs for actual use: India's "$35 tablet" has been a pipedream in the tech blog-o-sphere for awhile now, but it's finally available (though for a price of roughly $60). Still though, as an actual Android color touch tablet, with WiFi and cellular data capability - I'm curious to see how it's received and if it's adopted in any sort of large scale
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    http://www.google.com/hostednews/ap/article/ALeqM5jkCXZtzqXX87-pXex2nn23lWFwkw?docId=87163f29232f400d87ba906dc3a93405 A much better article that isn't so 'tech' oriented. Goes into the origin and philosophy of the $35 tablet, and future prospects
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    I had heard months ago that India was creating this, but was not going to offer it commercially - rather, just for its own country. Just like the Little Professor (Prof Dede) calculator, when tablets get this affordable, educational systems can afford classroom sets of them and then use them regularly. But to Prof Dede's point - can they do everything that more expensive tablets can do? Or better yet - do they HAVE to?
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    I think this is what they're aiming to do - all classrooms/students across the country having this particular tablet. They won't be able to do everything today's expensive tablets can do, but I think they'll still be able too to do plenty. This $35 tablet's specs are comparable to the mobile devices we had here in the US in 2008/2009. Even back then, we were able to web browse, check email, use social networking (sharing pics and video too), watching streaming online video, and play basic 2D games. But even beyond those basic features, I think this tablet will be able to do more than we expect from something at this price point and basic hardware, for 2 reasons: 1. Wide-spread adoption of a single hardware. If this thing truly does become THE tablet for India's students, it will have such a massive userbase that software developers and designers who create educational software will have to cater to it. They will have to study this tablet and learn the ins-and-outs of its hardware in order to deliver content for it. "Underpowered" hardware is able to deliver experiences well beyond what would normally be expected from it when developers are able to optimize heavily for that particular set of components. This is why software for Apple's iPhone and iPad, and games for video game consoles (xbox, PS3, wii) are so polished. For the consoles especially, all the users have the same exact hardware, with the same features and components. Developers are able to create software that is very specialized for that hardware- opposed to spending their resources and time making sure the software works on a wide variety of hardware (like in the PC world). With this development style in mind, and with a fixed hardware model remaining widely used in the market for many years- the resultant software is very polished and goes beyond what users expect from it. This is why today's game consoles, which have been around since 2005/6, produce visuals that are still really impressive and sta
Brandon Pousley

Daphne Bavelier: Your brain on video games | Video on TED.com - 0 views

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    Scientist discusses positive effects of action video games, suggests entertainment industry should join scientists to create engaging educational games.
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    Thanks for sharing Brandon. I like two things she said in particular 1) General wisdom often carries no weight 2) Like red wine, video games may be good when used appropriately. I'm convinced myself in the power of game-based learning but do agree that more work needs to be done in bringing good ones to the class.
Kellie Demmler

Academic Research on Games-Based Learning - Serious Games - 1 views

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    A collection of games-based research. 
Cameron Paterson

Games Based Learning - 2 views

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    Karl Royle has produced the following research reports regarding games based learning. You can click the links to download. These reports have been commissioned by Becta, the government agency leading the national drive to ensure the effective and innovative use of technology throughout learning.
Brandon Pousley

Baku FC name 21-year-old as manager based on computer game experience | Metro.co.uk - 0 views

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    Exciting to see how a massive online computer simulation game has enabled a young internet football manager to gain credibility in a real league. This has important implications for other educational simulations.
Chris Dede

How video games are good for the brain - The Boston Globe - 4 views

  • The games aren’t just hard - they’re adaptively hard. They tend to challenge people right at the edge of their abilities; as players get better and score more points, they move up to more demanding levels of play.
  • video games have been shown, in separate studies, to boost visual acuity, spatial perception, and the ability to pick out objects in a scene. Complex, strategy-based games can improve other cognitive skills, including working memory and reasoning
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    Video games can improve cognition and foster positive behavior. (not that we didn't know that already...)
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    Do videogames boot brain function?
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    Ha ha. Booting brain function. Got it... I think. Maybe I need to go play a video game.
Janet Dykstra

Google's Ingress and Location-Based Learning - ProfHacker - The Chronicle of Higher Edu... - 0 views

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    November 26, 2012, 11:00 am This month Google's Niantic Labs quietly released a location-based game called Ingress that plays with data on multiple levels. The game, currently in invite-only beta, invites players to join either the Enlightenment or the Resistance and move through the physical world hunting "Exotic Matter", and coincidentally generating data and pictures for Google on the way. This looks similar to EcoMobile!
Rupangi Sharma

The 20 Best Blogs About Game-Based Learning - Online Colleges - 0 views

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    Adults these days (especially those who love themselves some Dateline) seem really into chastising video games those crazy kids are into as symptomatic of the human race's inevitable, steady decline. Like every hobby and medium, legitimate concerns regarding these technologies certainly exist, but their complete lack of validity is decidedly not amongst them.
Tomoko Matsukawa

Use Game-Based Learning to Teach Civics | Edutopia - 1 views

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    Level one: Use iCivics to Teach the content
Andrea Bush

New York Launches Public School Curriculum Based on Playing Games - 1 views

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    Fascinating new school in New York, focusing on Science and teaching entirely through educational gaming.
Brandon Bentley

Should Math Education Be Replaced by Video Games? - 2 views

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    Wondering if this idea of "Pulling people into education, rather than pushing them into it" can work for the world's "worst-off Children"? Most interesting ideas found in the TED talk here: http://www.good.is/post/education-innovation-in-the-worst-situations/ Q: Are there smart-phone/cell-phone-based MUVE games?
pradeepg

edweb webinar: "Put Down Your Pencils and Play: Using Digital Games Successfully in the... - 2 views

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    "In This Session What do teachers really think about digital games in the classroom? Join us for our community's next webinar for the just-released findings of a year-long research project, sponsored by BrainPOP and the Gates Foundation, that investigates teachers' attitudes and beliefs on game-based learning. Michael Levine and Jessica Millstone, Executive Director and Research Consultant at The Joan Ganz Cooney Center at Sesame Workshop, will showcase the findings of this national survey that was conducted with 500 teachers nationwide who are currently integrating digital games into their classes.......
Jennifer Lavalle

Games Will All Be Going Cross-Platform - 0 views

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    This article discusses the future of gaming and how companies are approaching gaming as platforms develop and evolve. "You have different visions of the future. Some companies think it's primarily browser-based and mobile is kind of an afterthought. Then you have other companies that are more in the social/mobile space and they say mobile is the future. From my point of view, I think Funzio has placed the bet correctly in that they are focusing on a cross-platform approach."
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    Developers will need to be even more cross-platform after the news today: Adobe has announced they are ending development of the mobile versions of their Flash browser-plugin. They will instead be focusing their resources on tools for developing content for HTML5 (cross-browser compatibility for both computers and mobile devices, no plugins required), or for deploying content as apps designed to be deployed for all the major devices' app stores. http://technolog.msnbc.msn.com/_news/2011/11/09/8717108-adobe-gives-up-on-mobile-flash-focuses-on-open-web-standards
kshapton

Spongelab goes for the love of the biology game - CBC News - Technology & Science - 1 views

  • Genomics Digital Lab (GDL), an interactive online gaming program from Toronto-based Spongelab Interactive that was designed for high school and college-level biology and science students. What's unique about GDL is that it turns cell biology into a progressive learning world full of battle scenarios, puzzles, and races against time. In other words, it makes learning fun.
  • The germination of the whole idea came during his studies when he realized complex cells comprise a 3D dynamic system that simply can't be taught easily in a two-dimensional setting.
  • A key to GDL's success is the fact that it can be delivered via a web browser, so no matter how rich the content, it can be used in class, at home or anywhere else one might have access to the internet.
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  • With games, if you don't succeed at a level you try again. It's not about testing. It's about learning to try to learn different things to achieve a goal.
Chris Dede

Video Games Win a Beachhead in the Classroom - NYTimes.com - 4 views

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    To what extent should videogames be used in classrooms, and what is the research support for this?
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    Note the author characterizes the National Educational Technology Plan as a "manifesto." Quoting this article, "... in March, Arne Duncan, the secretary of education, released a draft National Educational Technology Plan that reads a bit like a manifesto for change, proposing among other things that the full force of technology be leveraged to meet "aggressive goals" and "grand" challenges, including increasing the percentage of the population that graduates from college to 60 percent from 39 percent in the next 10 years. What it takes to get there, the report suggests, is a "new kind of R.& D."
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    A bunch of especially interesting quotes toward the end: "This concept is something that Will Wright, who is best known for designing the Sims game franchise...refers to as 'failure-based learning,' in which failure is brief, surmountable, often exciting and therefore not scary... According to Ntiedo Etuk, the chief executive of Tabula Digita...children who persist in playing a game are demonstrating a valuable educational ideal.... 'They'll fail until they win.' He adds: 'Failure in an academic environment is depressing. Failure in a video game is pleasant. It's completely aspirational.' It is also, says James Paul Gee, antithetical to the governing reality of today's public schools. 'If you think about kids in school - especially in our testing regime - both the teacher and the student think that failure will lead to disaster,' he says. 'That's pretty much a guarantee that you'll never get to truly deep learning.'"
Billie Fitzpatrick

Game-Based Learning - 1 views

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    Very sharp insight into games!
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