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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."
Katy Vance

Ali Carr-Chellman: Gaming to re-engage boys in learning | Video on TED.com - 0 views

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    They don't have the depth, the rich narrative that really engaging video games have, that the boys are really interested in.
Katy Vance

LevelUp for Photoshop - play and win a membership to the Adobe® Creative Cloud™ - 0 views

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    Someone shared this on the tumblr, so I thought I'dd add it here.
Lucas Gillispie

Teach with Portals - 0 views

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    Valve recently began collaborating with educators to develop game-related teaching tools that revolve around STEM (science, technology, engineering and math) education. We've created Teach With Portals as a destination for this partnership, providing free content and game design tools, as well as an interactive community for exchanging lessons and experiences.
Lucas Gillispie

Becoming Lore Keepers - 0 views

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    If you had asked me six years ago when Blizzard Entertainment's World of Warcraft (WoW), the popular MMORPG (Massively Multiplayer Online Roleplay Game), launched if I would be spearheading an effort to bring it into the classroom, it is very likely that I would have laughed...
Lucas Gillispie

Suffern Middle School in Virtual Worlds - A running account of the process of the propo... - 0 views

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    Peggy Sheehy's blog about her experiences with students in Teen Second Life.
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

» 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
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