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wildcat wildcat

Two to Three Years: Game-Based Learning « 2011 Horizon Report - 0 views

  • Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills.
  • Gaming is an expansive category, ranging from simple paper-and-pencil games such as word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. Educational games can be broadly grouped into three categories: games that are not digital; games that are digital, but that are not collaborative; and collaborative digital games.
  • Research into games for educational purposes reveals some interesting trends. Early studies of consumer games helped to identify the aspects of games that make them especially engaging and appealing to players of various ages and of both genders: the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize; an interesting story line; and other characteristics. These qualities are replicable, though they can be difficult to design well, and they can transfer to games featuring educational content.
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  • Engineering. An engineering game called “Cool It”: An Interactive Learning Game for Cryogenics developed at the University of Wisconsin-Madison teaches students about cryogenics by providing detailed information and feedback based on the engineering decisions they make when designing objects for this field. Music. Melody Mixer is a game developed at the University of Wisconsin-Madison that teaches music students how to read and compose music. It encourages students to experiment with sound and composition to better learn how pieces are constructed. Nursing. Professor Ann Burgess of Boston College’s Connell School of Nursing has developed a game called Virtual Forensics Lab that teaches students how to conduct forensics at a crime scene. The virtual game helps students develop critical thinking for solving crimes and piecing together evidence.
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    Game-based learning notes.
wildcat wildcat

TWITCHSPEED.COM Digital Game-Based Learning - 0 views

  • 1. Ascolta - Ping the Router. A web-based game for learning computer network engineering skills. 2. think3 - Time Mechanic. The company's second, web-based, game for learning to use their CAD software 3. Imparta - Sales Co-Pilot. The company's sequel to Strategy Co-Pilot 4.Learnetix - Zwolf. A game for technical learning. In German. 5. Institute for Creative Technologies, USC (ICT) - Full Spectrum Command - A company-level training game for Army Captains 6. Institute for Creative Technologies, USC (ICT) - Full Spectrum Warrior - A Squad-level Training Game for the Army. On X-Box. 7. MIT - Supercharged! - A game for understanding counter-intuitive physics concepts 8. MIT - Environmental Detective - A game for determining the source of a water contamination problem. On Pocket PC 9. Carnegie Mellon - BioHazard - a game about dealing with a bioterror attack. 10. Will Interactive - Think Like a Commander - Army training game. 11. MAK - Marine Air-Ground Task Force -MAGTF XXI - Marines training game 12 MAK - Battle Command 2010-BC2010 -Army training game 13. SimuLearm - Virtual Leader - A game about driving one's agenda through a variety of meetings at different levels
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    examples of games for game based learning
d l

http://serc.carleton.edu/introgeo/games - 0 views

shared by d l on 18 Mar 11 - Cached
  • Features of game-based learning (GBL): GBL uses competitive exercises, either pitting the students against each other or getting them to challenge themselves in order to motivate them to learn better. Games often have a fantasy element that engages players in a learning activity through a storyline. In order to create a truly educational game, the instructor needs to make sure that learning the material is essential to scoring and winning.Learn more here. Categories of games that can be adapted for learning include: Video Games (Digital Game-Based Learning) Board and Card Games: with descriptions of geoscience games
  • To integrate learning and game play: Work out how to give students points for accomplishing certain goals in a lesson plan Decide on rewards for the victors Create game pieces Test your game before you run it
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    What is Game Based Learning
Vicki Davis

National STEM Video Game Challenge Winners announced - 0 views

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    "Aneesh Chopra, United States Chief Technology Officer, announced today the winners of the National STEM Video Game Challenge, a competition to motivate interest in science, technology, engineering, and math (STEM) learning by tapping into the natural passion of youth for playing and making video games, at the Newseum in Washington, DC. The first year of the Challenge featured competitions for students and developers. Twelve students from across the U.S. in grades 5-8 were selected as winners of the Youth Prize for their original game designs. In the Developer Prize category, for emerging and experienced game developers, the science themed game You Make Me Sick! was awarded the Grand Prize and a collection of math games titled NumberPower: Numbaland! received both the Collegiate and Impact Prizes."
Haley A

Games-based Learning for Leaders: How Video Games Can Improve Literacy in One Semester - 0 views

  • Some games are highly specific about skills development in a particular (subject-focused) area. For example, Dr Kawashima's Brain Training has led to tangible improvements in numeracy and learner confidence in Scotland. But generally, video games hit several specific traditional subject areas while also being superb at hitting a lot of these new media literacy base
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    Example of game based learning
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    This article by Ewan McIntosh answers quite a few questions about game-based learning, gives interesting facts, and has a handful of examples. Plus, this reading is easier compare to other online essays
wildcat wildcat

Game-Based Learning: What it is, Why it Works, and Where it's Going - 0 views

  • Linked to the general principles of how we learn are more specific principles that describe how we learn in the context of effective game environments. James Paul Gee, author of What Video Games Have to Teach Us about Learning and Literacy , describes 36 learning principles that well-designed games embody. Following are four: Subset Principle: Learning, even at its start, takes place in a (simplified) subset of the real domain. For example, the setting for the loading dock game should represent an actual loading dock, so that players can easily map their in-game behavior to on-the-job performance. However, it must be a simplified version that omits unimportant details, so that players can focus on aspects of the simulation that are relevant to the learning objective—things like crosswalks and pedestrians. Active, Critical Learning Principle: The learning environment must encourage active and critical, not passive, learning. In the loading dock example, this means players do not merely watch correct and incorrect examples of loading dock behavior, followed by a quiz—they actually think, act, experience consequences and pursue goals in a variable game environment. Probing Principle: Learning is a cycle of probing the world (doing something); reflecting on this action and, on this basis, forming a hypothesis; re-probing the world to test the hypothesis; and then accepting or rethinking the hypothesis. For example, an effective loading dock game must present a functional environment in which players may choose from and evaluate many different actions. The goal is to find the right course of action via experimentation—making choices and experiencing the consequences. Practice Principle: Learners get lots of practice in a context where the practice is not boring (i.e. in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success). For example, to encourage practice—and thus, development of good habits—the loading dock game must gradually increase the difficulty level of the in-game challenges. This keeps players engaged and encourages them to continually hone their skills.
Brody C

Game based learning - Wikipedia, the free encyclopedia - 0 views

  • Games often have a fantasy element that engages players in a learning activity through narrative or storylines. Educational video games can be motivating to children and allow them to develop an awareness to consequentiality.[1] Children are allowed to express themselves as individuals while learning and engaging in social issues. Today's games are more social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life.[2] Students that participate in educational video games can offer deeper, more meaningful insights in all academic areas. The success of game-based learning strategies owes to active participation and interaction being at the center of the experience, and signals that current educational methods are not engaging students enough. Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce
  • is a branch of serious games that deals with applications that have defined learning outcomes. Generally they are designed in order to balance the subject matter with the gameplay and the ability of the player to retain and apply said subject matter to the real world.
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    Describes what Gamed Based Learning is.
Haley A

Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless - 0 views

  • After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware. Like the person who is still yelling after the sudden cessation of loud music at a party, DGBL proponents have been shouting to be heard above the prejudice against games. But now, unexpectedly, we have everyone's attention. The combined weight of three factors has resulted in widespread public interest in games as learning tools.
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    "After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware. Like the person who is still yelling after the sudden cessation of loud music at a party, DGBL proponents have been shouting to be heard above the prejudice against games. But now, unexpectedly, we have everyone's attention. The combined weight of three factors has resulted in widespread public interest in games as learning tools."
Haley A

kids health is their future - Educational games - 0 views

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    "Educational games serve an educational game for children. Games and play are identical to the world of children - children. Therefore, fair if the kids are always filling his time by playing. Because psychologically in the stage of human development, early childhood (age 0-12 years) is the stage where the developing world's imagination in cognition. Thus the psychologists call the game and play development is the initial capital for the mental and emotional intelligence for children."
Haley A

Mobile Game-Based Learning… let the games begin | Mobile Learning Blog - 0 views

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    Due in large part to the Apple iPhone, mobile games are now becoming increasingly popular, resulting in a new focus on producing innovative new technologies. The mobile games industry generates approximately $2 billion in annual sales, and may be well poised to contribute significantly to overall computer and video game sales in the coming years.
Haley A

D e s i g n i n g G a m e - B a s e d L e a r n i n g E n v i r o n m e n t s - 0 views

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    (1) Researching learning through participation in game-based learning environments, (2) The analysis of games and game cultures in naturally occurring contexts, and (3) The design of original game-based media for learning.
savannah j.

Sustainability Games - Emerging Media Initiative - 0 views

  • A quick review of published studies indicates that games have been used in design education. However, no systematic study of the use (or potential) of games exists in these disciplines, and no published data exists on the use of video games in this regard. Further, no one has engaged in the long-term development of video games for the collegiate design student. This study will provide key information for presentation, publication, and building a foundation for seeking future funding.
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    Video Games are being used to educate architects and environmental designers
mitch g

Augmented Reality Mobile Game Aims to Boost Product Sales - Adrants - 0 views

  • For Red Bull, Circ.us created a mobile gaming app for the iPhone that allows people to create their own race track by arranging and photographing Red bull cans.
  • That arrangement then becomes the shape of the race track in the game.
  • The work succeeds on two fronts. It offers up a free and customizable mobile game and it gets people to buy Red Bull in order to make the game possible. Fun + Sales = Win.
Honor Moorman

Future of Location Based Augmented Reality Story Games | PERSONALIZE MEDIA - 0 views

  • Foursquare
  • Foursquare
  • games – so there is quite a lot of R&D looking at the multi-player aspects of AR gaming such as this La
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  • ce the technical ability is there to easily track and map multiple players across a city environment the real social and story rich possibilities can open up. A likely area that will take off very quickly once user
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    So is there a future for these new forms? A hybrid combination of story, social location gaming all delivered on the latest camera based smart phones? Read on for some case studies and a couple of my own examples
Haley A

Computer Games as Educational Tools - The Future of Education - 0 views

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    "The Learning Games Network is a 501(c)3 non-profit organization, whose mission is to develop and facilitate the use of computer games as educational tools."
Haley A

Language Games | My Coach Games | Ubisoft - 0 views

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    This is the home page of UbiSofts series of language games. I own one, and I suggest that you explore this website and the games for effective understanding.
savannah j.

YouTube - sginitiative's Channel - 0 views

  • Researchers at the Indiana University School of Education are studying how to apply modes of learning that video game players use to master entertainment games. In December, they brought in middle school students to observe how and why they make decisions in game play. The researchers hope to design "serious games," which have education as an outcome goal.
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    Video on game-based learning.
Julie Lindsay

Playing Tag or Digital Games? Why Not Both? | MindShift - 0 views

  • What’s the difference between a computer simulation and a backyard game of tag? Quite honestly, not much – which is exactly why we, as educational media designers, have failed three decades of curious kids (with some notable exceptions). Interactive quizzes and digital flash cards may make content more exciting than their analog counterparts, but that’s a short-sighted approach that fails to get at the root problem, an extrinsic motivation when kids are already intrinsically motivated to learn. The fundamental problem is not that learning isn’t fun, it’s that we’re answering questions that kids aren’t asking (Who?, What?, When?, Where?) instead of giving them tools to experiment, build on, and share their own ideas. The problem is that we’re trying to replace teachers and parents with software rather than giving them complementary tools to help them become facilitators and coaches instead of test administrators.
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    What's the difference between a computer simulation and a backyard game of tag? Quite honestly, not much - which is exactly why we, as educational media designers, have failed three decades of curious kids (with some notable exceptions). Interactive quizzes and digital flash cards may make content more exciting than their analog counterparts, but that's a short-sighted approach that fails to get at the root problem, an extrinsic motivation when kids are already intrinsically motivated to learn. The fundamental problem is not that learning isn't fun, it's that we're answering questions that kids aren't asking (Who?, What?, When?, Where?) instead of giving them tools to experiment, build on, and share their own ideas. The problem is that we're trying to replace teachers and parents with software rather than giving them complementary tools to help them become facilitators and coaches instead of test administrators.
Toni H.

AR NewsRoom| When will Google Maps be good enough for us to play video games inside rea... - 0 views

  • I think the real thing Google brings to the table is introducing the feasible technology so that game companies can follow suit. I don't think the information in Google Street View is granular or clear enough to satisfy the needs of a game, but it might inspire an innovative game developer to mount a camera to a car and go capture the data in a similar fashion for their projects.That being said, Google Earth is a fascinating piece of software, and I would love to see some sort of online multiplayer experience that could take advantage of all that data
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    google augmented reality
hannah h

Two to Three Years: Augmented Reality « 2011 Horizon Report - 0 views

  • Augmented reality, a capability that has been around for decades, is shifting from what was once seen as a gimmick to a bonafide game-changer.
  • Various forms of augmented reality, starting with early head-mounted displays, have been around for more than 30 years. Over that time, increased bandwidth and smart phone adoption, as well as a proliferation of AR browser applications, have helped AR evolve from a family of cool gadgets on the periphery of graphics and visualization technologies to an increasingly central player in the technology landscape.
  • Augmented reality (AR) refers to the addition of a computer-assisted contextual layer of information over the real world, creating a reality that is enhanced or augmented.
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  • Augmented books are also gaining traction. Developers at the Gwangju Institute of Science and Technology have created a format that allows 3D characters to emerge from the pages of books, but the technology requires the use of goggles. Tony DiTerlizzi’s book The Search for WondLA incorporates “WondLA Vision,” which gives readers an AR experience by having them hold the book and several special images up to a webcam. While much of the early exploration of this area has centered on children’s books, the use of AR for textbooks in higher education holds great promise.
  • A sampling of applications of augmented reality across disciplines includes the following: Cite <blockquote cite='http://wp.nmc.org/horizon2011/sections/augmented-reality/#16'> Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension. </blockquote> Permalink: 16 Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension.
  • One of the most promising aspects of augmented reality is that it can be used for visual and highly interactive forms of learning, allowing the overlay of data onto the real world as easily as it simulates dynamic processes. A second key characteristic of augmented reality is its ability to respond to user input. This interactivity confers significant potential for learning and assessment. Augmented reality is an active, not a passive technology; students can use it to construct new understanding based on interactions with virtual objects that bring underlying data to life. Dynamic processes, extensive datasets, and objects too large or too small to be manipulated can be brought into a student’s personal space at a scale and in a form easy to understand and work with. In a broader context of education, augmented reality is appealing because it aligns with situated learning.
  • Position-based applications are called “gravimetric,” and make use of a mobile device’s GPS and compass information, and then use the device’s location and position to discern what objects are nearby. Some applications also use image recognition, in which input to the camera is compared against a library of images to find a match; more recent applications can detect and interpret gestures and postures as commands to perform certain functions.
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    forcast
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    "A sampling of applications of augmented reality across disciplines includes the following: Cite Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension. Permalink: 16 * Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. * Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. * History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension."
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    horizon report 2011
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