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Katy Vance

Reimagining Learning, Literacy, and Libraries: A Few Moments with Amy Eshleman | DMLcen... - 2 views

  • So we slowly encouraged him to participate in creating content around games. He began writing game reviews and learned how to build new levels for games. He started creating a real community around games and contributing to that knowledge space. He was blogging about games but also challenged himself to become a better writer. He was part of a group of gamers that decided they wanted to design and build a prototype game controller, and by working with our mentors, they learned about the principles of design and actually built a prototype.
  • We wanted a space that had a real curriculum. Even little things like having food in the space were so important in the design. It’s their space and they are not shy about talking to us about the resources they want to see. They drive what we do. Just recently we changed the way we designed the geeking out part of YOUmedia -- the more formal learning opportunities -- to make it fit what the youth were interested in instead of what we thought they were interested in. We offer project-based workshops to provide context for the work, but it’s up to them on how they decide to enter into those projects.
    • Katy Vance
       
      This is just a test.
    • Katy Vance
       
      Testing!
  • It turns to another conversation we were just having about how we balance a kid who's spending every night in YOUmedia with needing to get his homework done. Clearly he wants to learn in the way he is learning in YOUmedia. I think it is up to us to work with our schools so we can think of new ways to illustrate achievement and skills. Working on things such as a badge system could help make that connection back to the classroom.
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  •  While reading Toni Morrison’s book, A Mercy, we had the designers redesign the book jacket; we had the musicians make beats and spoken word artists put a piece behind that music; and we had photographers reimagine scenes in the book that were meaningful to them. We took this model and made a curriculum around it. Kids talk about how they worked collaboratively to create really beautiful pieces of art around the themes in the book
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    So we slowly encouraged him to participate in creating content around games. He began writing game reviews and learned how to build new levels for games. He started creating a real community around games and contributing to that knowledge space. He was blogging about games but also challenged himself to become a better writer. He was part of a group of gamers that decided they wanted to design and build a prototype game controller, and by working with our mentors, they learned about the principles of design and actually built a prototype.
Katy Vance

» Why Gamify and What to Avoid in Library Gamification ACRL TechConnect Blog - 2 views

  • Third, a game that is organization-centered rather than user-centered can be worse than no game at all. A game with organization-centered design uses external rewards to increase the organization’s bottom line in the short term.3 Games designed this way attempt to control behavior with rewards. Once users feel the game is playing them rather than they are playing the game, however, they are likely to have a negative feeling towards the game and the organization. 
  • In this early stage of gamification, it will be useful to remember that gamification doesn’t necessarily require complicated technology or huge investment. For example, you can run a successful game in your library instruction class with a pencil and paper. How about rewarding your library patrons who write to your library’s Facebook page and get most “likes” by other patrons? Or perhaps, a library can surprise and delight the first library patron who checks in your library’s Foursquare or Yelp page by offering a free coffee coupon at the library coffeeshop or simply awarding the Early-Bird badge? In gamification, imagination and creativity can go a long way
Katy Vance

This Changes Everything: iPhone's Five-Year Gaming Revolution | GamesIndustry Internati... - 0 views

  • With expensive consoles stuck in long cycles, iPhone has transformed from a poor phone with no third-party content into a retina-screened gaming powerhouse with over half a million apps to choose from in less time than it took Sony to make Gran Turismo 5.
  • In this context a game has mere seconds to impress before it is banished back into the ether and damned with a one-star review. Needless to say, that is not a friendly environment for great ideas that need a little explaining to flourish.
    • Katy Vance
       
      This si key- how do we design games (and lessons for that matter) that are self-evident in terms of how to play them?
  • You don't reach a billion based on a spectacularly unoriginal physics game and some cartoon birds alone. It needed the ecosystem, installed base and cool cultural cachet of Apple.
    • Katy Vance
       
      You know, this makes me think about the fact that we haven't really discussed the tech factors involved in gaming.  I know lots of games in McGonigal's book don't require tech, but I think I will need technology to manage large numbers of students in a library.
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    But you know what the truly amazing aspect of iPhone's gaming revolution is? That it happened without Apple even really trying. The company hasn't the slightest interest in making games; it just created the right platform, delivery mechanism and economics for them in the eyes - and hands - of consumers.
Katy Vance

Gamification doesn't exist | Jessica Vallance - User Experience Designer - 0 views

  • . People are motivated by progress. People are motivated by social validation. These designs have just taken things people already want to do – learning stuff, going places, getting fit – and motivated people to do them more by making it easier for users to a) track their progess and b) tell other people what they’re doing.
  • The most important things about a game is that it offers an experience that is enjoyable in itself. If a game is designed well, people will play it just for the entertainment. Very few gamifcation examples seem to remember this, and so not many focus on creating a fantastic gaming experience as their priority, but there are some.
  • In his book Playful Design, John Ferrara talks about the game Foldit. The game gives users puzzles to complete based on protein folding and scientists examine the solutions provided by the highest scorers to see if there is anything that can be applied to real-life proteins. One of the solutions helped scientists to decipher the structure of an AIDs-causing monkey virus – remarkably, something they’d been trying to do for 15 years before they got Foldit players on the case
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    Interesting perspective on the idea that "gamification" doesn't exist, merely games or tasks made fun...
Lucas Gillispie

Games for Change | Games for Change is the leading global advocate for supporting and m... - 0 views

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    The annual Games for Change Festival is the leading global event that brings together funders, NGOs, corporations, government agencies and educators seeking to leverage entertainment and engagement for social good with leading game developers from the independent and commercial sector. Previous keynote speakers include Former Vice President Al Gore, Supreme Court Justice Sandra Day O'Connor and the U.S.
Lucas Gillispie

Digital Game Based Learning: Educational Video Games? - 0 views

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    The Wave of the Future? The typical college student plays an estimated 1.8 hours a day of video games (Prensky, 2001b ). Understandably, educators want a piece of that! The US military uses computer war games for training for everything from high-level international command coordination to using a weapon (see AP, 2003 and Prensky, 2001b ).
Katy Vance

Games for Learning - 0 views

  • Have students play and critique a video game for content accuracy (Civilization series).
    • Katy Vance
       
      I'd love to see this in a social studies class- design a civilization that best reflects day to day life in a country being studied.
  • Have students build and run their own amusement parks (Roller Coaster Tycoon) or cities (SimCity series).
    • Katy Vance
       
      Great for Science classes learning about physics!
  • . Games help people develop a disposition toward collaboration, problem-solving, communication, experimentation, and exploration of identities, all attributes that promote success in a rapidly-changing, information-based culture (2011 Horizon Report).
Lucas Gillispie

Sims vs. Games: The Difference Defined - 0 views

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    The difference between computer simulations and computer games is subtle but important. At the core, the distinction is that simulations are about things (or systems) and how they behave, and games are about a fun user experience. That distinction may be a bit too rigid, however....
Katy Vance

Game Creation - Paul's E-Learning Resources - 0 views

  • Construct - This is similar to Game Maker but it's totally free, has a nicer interface and can produce some really great results - well worth a look!
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    A long list of resources for you and your students to use to create their own games. 
Lucas Gillispie

The Educational Games Database (TEGD) - 0 views

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    Welcome to The Educational Games Database (TEGD), a website catering to educators who want to learn more about the educational potential of video games. TEGD is a resource for educators at all grade levels, and with all types of backgrounds related to technology and video games.
Katy Vance

Brenda Laurel on games for girls | Video on TED.com - 0 views

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    This isn't anything revolutionary, but it does come back to the core of gaming in education and good pedagogy in lesson planning, which is knowing your audience and planning around their needs and desires. "We launched two titles in October -- "Rockett's New School" -- the first of a series of products -- is about a character called Rockett beginning her first day of school in eighth grade at a brand new place, with a blank slate, which allows girls to play with the question of, "What will I be like when I'm older?" "What's it going to be like to be in high school or junior high school? Who are my friends?"; to exercise the love of social complexity and the narrative intelligence that drives most of their play behavior; and which embeds in it values about noticing that we have lots of choices in our lives and the ways that we conduct ourselves."
Lucas Gillispie

Video Games Boost Brain Power, Multitasking Skills - 0 views

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    Article about positive impact of video game play on cognitive function and multitasking.
Lucas Gillispie

The Video Game Revolution: "Eight Myths About Video Games Debunked" by Henry Jenkins | PBS - 0 views

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    Eight Myths About Video Games Debunked by Henry Jenkins, MIT Professor
Lucas Gillispie

White House office studies benefits of video games - 0 views

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    This summer, when your kids' favorite science museum boasts a new augmented-reality environmental simulation? Same deal. If in the next few years a video game teaches you anything - how to conserve energy, eat a balanced diet or solve quadratic equations - consider the invisible hand of one of the most unconventional White House hires in recent memory.
Lucas Gillispie

Game Developers Conference - 0 views

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    Bigger and better than ever, the 2012 Game Developers Conference brought together a record-breaking 22,500 game professionals and industry luminaries from across the global community for five days of inspiring industry learning and dialogue. We look forward to you joining us for GDC13 in San Francisco next year March 25-29, 2013.
Lucas Gillispie

Game Reviews - Common Sense Media - 0 views

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    Get age appropriate reviews of games by our expert editors.
Lucas Gillispie

Game Reviews | Plugged In - 0 views

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    Shining a light on the world of popular games.
Lucas Gillispie

5 Lessons Professors Can Learn From Video Games - 0 views

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    Learning is no game on today's college campuses. It's serious work that many students dread. Yet when those same students play video games like World of Warcraft, they happily spend hours on difficult tasks, and actually learn quite a bit in the process.
Katy Vance

TEDxBozeman - Paul Andersen - Classroom Game Design - YouTube - 0 views

  • Paul Andersen has been teaching science in Montana for the last eighteen years.  He explains how he is using elements of game design to improve learning in his AP Biology classroom.  Paul's science videos have been viewed millions of times by students around the world.  He was the 2011 Montana Teacher of the Year and he is currently a science teacher at Bozeman High School.  For more information on Paul's work visit http://www.bozemanscience.co
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