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Neil Movold

Game-Based Learning to Teach and Assess 21st Century Skills - 0 views

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    Game-Based Learning, and particularly serious games that teach content, are fast becoming utilized in the classroom. Frequent success stories are appearing, from Minecraft in the elementary classroom to games that teach civics. There is curriculum that pairs World of Warcraft with language arts standards, and many other variations where the gaming focus is on content. What about 21st century skills? Yes, games can be used to teach and assess 21st century skills! As the conversation in education reform moves forward, and educators are increasingly leveraging 21st century skills, we need to consider how to couple games with reform. Let's take a look at what many consider the top three 21st century skills and how games can teach and assess them.
Neil Movold

How game designers are influencing the world of gamification - 0 views

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    To some people, gamification - the method of applying game mechanics and philosophy to nongaming applications in the real world - is a dirty word. Video games, after all, are more than just their mechanics: Some have elaborate narratives, fantastic musical soundtracks, and appealing graphics that all come together to create a seamless experience. When you strip a game down solely to its mechanics, it can seem cheap, soulless, and even exploitative when it comes to businesses and corporations using gamification for their own interests. But gamification isn't about creating games. It's about enhancing user engagement, something game developers know how to do. And as witnessed at this year's recent Gamification Summit held in San Francisco, game designers are clearly interested in helping this new industry with its growing pains.
Neil Movold

Gamification: Why Playing Games Could Be the Next Big Thing for Business - Knowledge@Wh... - 1 views

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    Gamification -- the application of online game design techniques in non-game settings -- has been quickly gaining the attention of leaders in business, education, policy and even terrorist communities. But gamification also has plenty of critics, and the debate over its future could become an epic battle in the same vein of many online game favorites. This special report includes coverage of a recent Wharton conference titled, "For the Win: Serious Gamification," in addition to interviews with conference participants who discuss the use of gamification in business, government and other arenas. 
Neil Movold

Serious Play Facts - 0 views

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    t is true that learning through "theory + doing + debriefing" changes behavior.  It works. It increases capacity.  And it also true that learning, if not used, goes away.
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