Skip to main content

Home/ OZ/NZ educators/ Group items tagged gaming

Rss Feed Group items tagged

Rhondda Powling

Minecraft in school? How video games could be the future of learning - CSMonitor.com - 2 views

  •  
    "A new study is the latest to support the use of video games, in particular the popular children's game Minecraft, in classroom learning"
John Pearce

Fun and games - 1 views

  •  
    "VIDEO games have become one of the most notable features of our culture, yet the industry receives relatively scant attention in mainstream media. This is not only curious, it is unfortunate; because many parents and carers and educators remain unnecessarily wary of this crucible of creativity. The reach of these games is expanding with the take-up of smartphones and tablet computers. A recent study by the head of media communications and technology at Bond University, Jeffrey Brand, found that about 95 per cent of Australian children under 15 play video games."
Ruth Howard

Five Reasons Why Video Games Power Up Learning | MindShift - 4 views

  •  
    The arguments for video games as gold standard in Learning
John Pearce

Using Angry Birds to teach math, history and science - 4 views

  •  
    "It doesn't seem to matter what age group or demographic that I talk to, kids (and adults) everywhere are fans of Angry Birds. As I was playing around with Angry Birds (yep I'm a fan too), I started thinking about all of the learning that could be happening. I have watched a two year old tell an older sister that "you have to pull down to go up higher". I have watched as kids master this game through trial and error. Being the teacher that I am, I started dreaming up a transdisciplinary lesson with Angry Birds as the base. I happened to be writing an inquiry lesson that has students look at inventions throughout time and thought: the catapult-that is an invention that has technology and concepts that are used even today. This is one of those inspirational moments that comes when you are drifting off to sleep and has you frantically searching for paper and pen to record as fast as the ideas come. So what did I do? I got myself out of bed and went to work sketching out a super awesome plan. Here is the embedded learning that I came up with"
John Pearce

Using games in the classroom by Dean Groom on Prezi - 6 views

  •  
    "Using games in the classroom - This is a presentation to pre-service teachers about the affordability and importance of game-play. Low-end."
John Pearce

Buzzword alert - Gamification « Generation YES Blog - 2 views

  •  
    "Have you been gamified yet? Perhaps not a painful as it sounds, gamification is on its way to becoming THE buzzword of 2011. Social media engagement tools such as badges, points, levels, leaderboards, etc are making their way out of hipster apps to every online engagement you can think of. Yes, it all sounds oddly familiar (green stamps, reward cards, etc.) but of course, it's all NEW NEW NEW, with gurus and pundits claiming that gamification will change the way we live and of course, spend money."
Rhondda Powling

Ten Surprising Truths about Video Games and Learning | MindShift - 9 views

  •  
    An extended interview with James Gee. The video is from the PBS Documentary Digital Media - New Learners Of The 21st Century.
John Pearce

MissionV - 2 views

  •  
    "MissionV is providing a highly creative, totally immersive, game based learning environment for primary and post primary students. We're putting the focus on 21st century skills, helping chidren to become original digital creators with 3D modeling and programming skills. MissionV allows high potential students from all backgrounds to connect, create and collaborate in a 3D world entirely of their own making."
John Pearce

HowStuffWorks "How Gamification Works" - 2 views

  •  
    "Gamification" describes turning real-world situations into games. Gamification is a neologism -- a newly invented term that's becoming commonly used. The word gamification was likely born in the realm of casual conversation to convey the idea of turning something into a game. People like entrepreneur and author Gabe Zichermann, though, have given gamification its own unique definition. Zichermann, a respected authority on gamification and its applications, defines the term as "the process of using game thinking and mechanics to engage audiences and solve problems." In short, he describes gamification as "non-fiction gaming."
John Pearce

Jane McGonigal: Gaming can make a better world | Video on TED.com - 2 views

  •  
    "Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how."
Rhondda Powling

Mozilla Labs » Gaming - 2 views

  •  
    Mozilla Labs Gaming is the latest project launched by Mozilla Labs, committed to providing the game developer community with the platform and tools they need to make innovative games on the Open Web.
John Pearce

Games in Education - home - 9 views

  •  
    "The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training as well as by emerging research into the cognitive benefits of game play." - 2010 Horizon Report: K12 Edition Using gaming as a vehicle for learning is a very powerful idea and one that is under-utilized. This wiki is an attempt to create a comprehensive resource about gaming that we can all learn from - all contributions welcome!"
1 - 20 of 32 Next ›
Showing 20 items per page