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Keri-Lee Beasley

How Might Video Games Be Good for Us? - 0 views

  • What is it about games that is transcendent? Perhaps it’s the fact that games are optional, they are obstacles that we volunteer to overcome. Games are what we choose to do. They are what we are drawn to when we have a choice about how to spend our time and energy.  Games are freedom.
  • There is something transcendent about playing games that lifts us up and out of the tedium and pain of everyday life.
  • When we ask “Are games good for us?” we should take more seriously the idea that games helps us feel better, in the moment, and that this is important work. Reducing the time we spend experiencing negative emotions and increasing the time we spend experiencing positive emotions is a fundamental good in and of itself. Even if games don’t change anything else in our lives, the power to change how we feel in the moment is a very good thing indeed.
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  • Parents who spend more time playing games with their kids have better relationships with them
  • improve children’s ability to manage difficult emotions
  • Children who spend more time playing videogames score higher on tests of creativity.
  • Gamers of all ages perform better than non-gamers on tests of attention, speed, accuracy, and multi-tasking.
  • Scientists have found a wide variety of cognitive, emotional and social benefits to gaming
  • Is gameplay good for us?
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    Based on research not just opinion. What is it about games that is transcendent? Perhaps it's the fact that games are optional, they are obstacles that we volunteer to overcome. Games are what we choose to do. They are what we are drawn to when we have a choice about how to spend our time and energy.  Games are freedom.
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    Article with lots of links to research around the subject of games being good for us.
Sean McHugh

Video game invades classroom, scores education points - 0 views

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    "two influential foundations, leading academics, two global testing firms and the video game industry could redefine how schools teach basic skills. Tinkering for the past several months at the Silicon Valley offices of one of the world's largest video game developers, the alliance is pushing to develop materials based on off-the-shelf video games that will get kids ready for "college and career success," a key, largely unmet goal of the USA's education system."
Louise Phinney

12 Education Tech Trends to Watch in 2012 | MindShift - 2 views

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    GAMING: Game-based learning has been on the cusp of being "the next big thing" for a while now. Perhaps 2012 will be the year. With the flourishing of mobile technologies, with the promise of data and analytics, and with a realization that we can create new and engaging ways to move through lessons, we are likely to see an explosion of educational gaming apps this year. The big question, of course - with this as with every new ed-tech development: does this actually improve learning? When is a educational game fun? What makes it engaging? What makes it actually educational?
Katie Day

Lure of the Labyrinth - 0 views

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    Lure of the Labyrinth is a digital game for middle-school pre-algebra students. It includes a wealth of intriguing math-based puzzles wrapped into an exciting narrative game in which students work to find their lost pet - and save the world from monsters! Linked to both national and state mathematics standards, the game gives students a chance to actually think like mathematicians.
Keri-Lee Beasley

How Might Video Games Be Good for Us? | Big Questions Online - 0 views

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    Fascinating article by Jane McGonigal on How Might Video Games be Good for us. Includes links to research in support of each of her claims. 
Keri-Lee Beasley

WISE Play - App Selection | WISE - World Innovation Summit for Education - 0 views

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    Games by subject. Really good list of excellent games
Keri-Lee Beasley

Game-Based Learning Units for the Everyday Teacher | Edutopia - 0 views

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    Article about GBL on Edutopia - good for our research!
Keri-Lee Beasley

Games in Education - home - 0 views

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    Comprehensive Games in Education wiki
Keri-Lee Beasley

Link between video games and aggression untrue: study - Ingame on msnbc.com - 1 views

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    Swedish study finds no correlation between video games and violence.
Jeffrey Plaman

http://web.media.mit.edu/~kbrennan/files/Brennan_Resnick_AERA2012_CT.pdf - 0 views

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    Computational thinking is a phrase that has received considerable attention over the past several years - but there is little agreement about what computational thinking encompasses, and even less agreement about strategies for assessing the development of computational thinking in young people. We are interested in the ways that design-based learning activities - in particular, programming interactive media - support the development of computational thinking in young people. Over the past several years, we have developed a computational thinking framework that emerged from our studies of the activities of interactive media designers. Our context is Scratch - a programming environment that enables young people to create their own interactive stories, games, and simulations, and then share those creations in an online community with other young programmers from around the world. The first part of the paper describes the key dimensions of our computational thinking framework: computational concepts (the concepts designers engage with as they program, such as iteration, parallelism, etc.), computational practices (the practices designers develop as they engage with the concepts, such as debugging projects or remixing others' work), and computational perspectives (the perspectives designers form about the world around them and about themselves). The second part of the paper describes our evolving approach to assessing these dimensions, including project portfolio analysis, artifact-based interviews, and design scenarios. We end with a set of suggestions for assessing the learning that takes place when young people engage in programming.
Keri-Lee Beasley

Game-Based Learning | Scoop.it - 0 views

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    Great scoopit page by Jackie Gerstein. via @jplaman
Louise Phinney

TeachThought | 6 Basic Benefits Of Game-Based Learning - 0 views

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    increases a child's memory capacity, computer and simulation fluency, helps with fast strategic thinking, hand eye coordination, benefits children with attention disorders, helps particular skill development 
Katie Day

The New Rules of Engagement (keynote speech) AIS NSW IT Integration conference 10 - JennyLuca - 0 views

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    The new rules of engagement. Preparing our teachers and students for how we can learn now. Teachers have always been in the game of ensuring we have prepared our charges well for the world that awaits them. But are we doing that well enough today? The game has changed. The playing field is different; there are new rules, and we need to be the coaches and players in a world where the bases are loaded with a whole new set of entities.
David Caleb

Children benefit from the right sort of screen time - life - 26 March 2014 - New Scientist - 2 views

    • David Caleb
       
      Great quote - no effect on those that played video games.
  • When you separate the different types of screen out, the effects start to vary.
  • "It doesn't say anything about what you're using that time for."
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  • For instance, a recent longitudinal study of 11,000 British children found that those who watched TV for 3 hours or more a day at age 5 had a small increase in behavioural problems two years later compared with those who watched for under an hour. But they found no effects at all for those who played computer games.
  • Passively watching TV is not the same as learning to read on a touchscreen, which is not the same as killing monsters on a console
  • First of all, lumping all screens into one category is not helpful. "Screen time is a really enticing measure because it's simple – it's usually described as the number of hours a day using screen-based technology. But it's completely meaningless,"
  • "The best research suggests that the content children view is the best predictor of cognitive effects,"
  • But they found no effects at all for those who played computer games.
  • "Children will learn from what they watch, whether that means learning letters and numbers, slapstick humour or aggressive behaviour,
  • The study found that all the children enjoy reading more when they look at stories using books and a touchscreen compared to just books.
  • children who watch age-appropriate, educational TV programmes often do better on tests of school readiness.
  • rise in BMI
  • hard to tease apart whether screen time actually causes the effects or whether they are linked in some other way
  • "It is impossible to determine with certainty that TV is causing obesity, and it is likely that other factors are involved in the complex problem of childhood obesity,
  • Her own studies have shown that children who struggle to learn using books often made more progress with iPads.
  • research in schools also found that iPads made children more cooperative and helped quieter kids to speak up
  • children receive immediate feedback
  • But they found no effects at all for those who played computer games
  • What is becoming clear is that it's not the technologies themselves we should be worried out but how they are used and how people interact with them
  • A lot of it is common sense. Don't unthinkingly hand over your device. There are educational apps whose benefits are backed up by research, says Flewitt.
  • Five hours sitting in front of the TV is not the same as 5 hours of some TV, a couple of hours playing on Dance Dance Revolution or some other kind of active game, followed by a Skype session with a grandparent.
Katie Day

Interactive Fiction Game Design | CrookedLetter.org - 0 views

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    "what can an English class do to leverage the potential of game-based learning?"
Keri-Lee Beasley

Calculation Nation - Challenge others. Challenge yourself.™ - 0 views

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    This website is in Beta at the moment, and has games based on fractions, angles & symmetry etc. Geared for upper elementary & middle school
Keri-Lee Beasley

Diving into Game-Based Learning- Part 3 | Learning @ SASS - 1 views

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    Literacy and Minecraft for fantasy stories
Jeffrey Plaman

App Store - ARIS - 0 views

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    Tool for making location based games, stories and art
Katie Day

Welcome To Professor Garfield - educational games - 0 views

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    See, for example, the ToonBook reader -- in different languages.... "The initial phase of PGF is focused on K - 3 with emphasis on reading and writing skills. Over time, the site will incorporate the areas of science, mathematics, and other core areas, first at K -3rd grade level, and systematically expanding thereafter to encompass grades K - 8. This content will be state standards-based with the intent to include lesson plans, activities, classroom ideas, and incorporate assessment methodologies - all in an entertaining and fun atmosphere for kids.\n"
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