Get tickets to Games for Change Asia-Pacific Festival 2022, taking place 10/04/2022 to 10/06/2022. Hopin is your source for engaging events and experiences.
Curtin University is proud to announce that it is the organiser for participation in the UNEP-DHI Eco Challenge Australia.
Water is essential for all life as we know it. A simple fact that sometimes feels forgotten as political and commercial interests take priority.
UNEP-DHI Eco Challenge Australia provides an exciting and authentic learning experience for students aged 11-17 through the online strategic game "Aqua Republica". Addressing national curriculum priority dimensions of Sustainability and Asia and Australia's engagement with Asia the experience provides many learning opportunities across Social Studies, Science, Humanities, Health and Physical Education, English, Geography, and more.
The Silicon Valley giant, which owns Facebook, Instagram and WhatsApp, had created an A.I. technology, called LLaMA, that can power online chatbots. But instead of keeping the technology to itself, Meta released the system’s underlying computer code into the wild. Academics, government researchers and others who gave their email address to Meta could download the code once the company had vetted the individual.
Essentially, Meta was giving its A.I. technology away as open-source software — computer code that can be freely copied, modified and reused — providing outsiders with everything they needed to quickly build chatbots of their own.
What does it take to be a pro gamer? Esports expert William Collis charts the rise of the multibillion-dollar competitive gaming industry and breaks down three skills needed to master video games like Fortnite, League of Legends and Rocket League. And watch out, Collis says: these skills can set you up for crushing it at work, too.
Scholastic Gaming and Esports allow schools to redefine their athletic culture, diversify opportunities for student participation, increase collegiate scholarship pathways, promote good physical and mental health, and play games. We cannot forget the importance of play!
IndieCade's 2020 flagship Festival is going virtual! As a distributed event, this new format will open new doors for opportunities, participation and access.
IndieCade Anywhere and Everywhere will be a multi-day distributed celebration of innovation and innovators, of fresh new games and their creators, of new connections and old, of coming together as a community and welcoming new voices, friends, partners, creators, supporters, and enthusiasts. As a virtual event, the event is more global than ever with game creators from more continents able to join us safely and without financial barriers. It is exciting. This is a wonderful opportunity for your students to show their work. Submissions are now open through June 1st. As always, we invite all kinds of interactive works and are especially interested in students works, completed or in-progress. We also welcome faculty work!!! It is also important to us that there are no financial barriers and we are happy to work with each institution on a package deal or with individual students on financial aid options. All submissions also include a long list of benefits for submitting, importantly including a pass for each active team member to participate in IndieCade Anywhere and Everywhere’s special developer sessions, show-and-tell, networking and more. Make sure to visit our website to learn more about our 2020 submissions: www.indiecade.com/submissions
Lual Mayen, a refugee who fled South Sudan's civil war and learned to code in a refugee camp, has created a video game of his struggle. He hopes it will raise awareness among young people - and save lives.
Kim Flintoff's insight:
"Lual Mayen fled South Sudan's civil war and learned to code in a refugee camp. He's made a video game of his struggle with the hope it will raise awareness among young people - and save lives. The goal of Lual Mayen’s video game is to survive the horrific ordeal of a refugee, an experience that his family knows well, but the 25-year-old developer’s ambition is to change the world. Mayen, who was born as his family traveled 250 miles (400 km) to escape South Sudan’s second civil war, hopes his game, Salaam, will give players a better understanding of what it means to be homeless, hungry and on the run."
Lual Mayen fled South Sudan's civil war and learned to code in a refugee camp. He's made a video game of his struggle with the hope it will raise awareness among young people - and save lives. The goal of Lual Mayen’s video game is to survive the horrific ordeal of a refugee, an experience that his family knows well, but the 25-year-old developer’s ambition is to change the world. Mayen, who was born as his family traveled 250 miles (400 km) to escape South Sudan’s second civil war, hopes his game, Salaam, will give players a better understanding of what it means to be homeless, hungry and on the run.
Please join us in one or more of these interactive webinars on key issues in teaching and learning.
April 2: Incorporating Virtual Reality in the Classroom, led by Aditya Vishwanath & Amrutha Vasan
April 7: Teaching SEL Using Digital Storytelling and Augmented Reality, led by Laurie Guyon
April 14: When Machines Read Minds—How Your Teaching is Going to Change, led by John Kolm
April 29: Augmented Reality, Astronomy, Space Missions, and Astronauts, led by Denise C Wright
April 30: Real Games Used by Real Teachers for Real Learning, led by John Fallon and Paul Darvasi, or by Paul Darvasi and John Fallon, I'm never sure which.
May 6: How to turn games/activities into tools of evaluation and assessment, led by Marcia Downing
May 13: What We've Learned Building Immersive Learning Classes, led by Jim Kiggens
May 18: Designing and Using Games to Modify Behavior, led by Michael Beall
We are going to be adding a whole bunch of exciting new content shortly.
Make sure you are on our list to receive updates.
*** We will be continuing to update our Spring Schedule. Stay tuned. ***
Take a journey through ancient Greece with Ubisoft’s Assassin’s Creed Odyssey Discovery Tour, one of the best educational games we’ve ever seen.
Kim Flintoff's insight:
"Education is often, unfortunately, a bit of a chore. Books (a format that I revere) must work very hard to grab the attention of today’s reader. But games like Discovery Tour aren’t merely picturesque diversions about the ways of people who are long dead. They are joyful journeys into useful knowledge. Any child let loose on this game for a few hours is going to come away with as solid an understanding of ancient Greece as might be gained from an expensive semester in university. This is the magic of walking through a colorful world, seeing what we believe history was like in action. These lessons aren’t so much “learned” as inhaled."
Classic video games can teach us a lot about user onboarding—including how to design for naive users, provide instructional scaffolding, encourage progress, and boost engagement. Here are 3 key user onboarding lessons from 1980s Nintendo games, with examples from your favorite SaaS products.
Rokhaya Diagne, a 25-year-old A.I. entrepreneur in Senegal, is part of a subset of Africa’s enormous youth population that is confident technology can solve the continent’s biggest problems.
Get tickets to Games for Change Asia-Pacific Festival 2022, taking place 10/04/2022 to 10/06/2022. Hopin is your source for engaging events and experiences.
So you want to bring a little fun into your classroom and games seem like the perfect way to do it. How do you start?
It might be tempting to Google “gamification” and see what comes up. But let me steer you in a different direction. Gamification has a mixed reputation in the world. For many, it’s a cheap way to paint a little games on your learning content. Ian Bogost has called this approach the Mary Poppins remedy—a spoonful of sugar that helps the medicine go down. Less generously, this is the chocolate covered brocollii approach. At the worst, it is simply BS.
Gamers are making millions by playing on livestream platforms such as Twitch. But when fame and money counts on you always being on, can you ever switch off?
Dr Matthew Harrison, Lecturer in Learning Intervention at the Melbourne Graduate School of Education, explores how gaming can support autistic students.
This game-based learning Articulate Storyline 3 (360) template is a one player game. There are 70 random questions built into the game (14 main questions with 5 random per question). Just add your favorite sound effects, game music, and content to begin using in your classroom or online!
Formal game structures are the cornerstone on which game designers build their experiences. These structures shape what the designer intends to convey and what the player hopes to takeaway. Recognizing these formal structures helps your players define their experience.
Welcome to issue three of Ludogogy Magazine – ‘The Sustainability Issue’ This issue is all about how we can use games and gamification to make the world a better place, and particularly about environmental and business sustainability. Happy Earth Day! Explore: Biophilia and Biomimicry in learning design How Gamification of behaviour change can be implemented at scale How data from the distant past informs future simulations How games can engage employees in complex concepts such as sustainability Co-creation with teens Much more Why not be a contributor? This magazine could not exist without all the generous contributors who share their experience and expertise and write articles for us. I cannot express my thanks to all of you strongly enough. You are all amazing! We are now taking submissions for the following four issues. Don’t forget to note which one you are submitting too, when you send your drafts to info@ludogogy.co.uk Here are the theme and deadline details and some ideas to start you thinking about what you could submit. Issue 4 (May) ‘For the Players’– deadline 30 Apr – inspiration gained as a player / how it informs practice etc. You might want to look at how you have used a particular mechanic from a favourite commercial game, the game that made you want to be a designer, your first experience of a serious game etc. Issue 5 (June) ‘Dream Teams’– deadline 24 May – Looks at all aspects of teams – playing as a team, games designed to improve teamwork, theories around teams (e.g. Tuckman) and how they influence design etc. Issue 6 (July) ‘Once Upon a Time’– deadline 21 June – Explores how we use we use storytelling in our learning games and gamification design. How does narrative underpin learning? How can we help people develop or change their own stories? The power of analogy and metaphor etc.. Issue 7 (August) ‘The Diversity Issue’ – Deadline 19th July – Explores how diversity relates to games-based design. How can we use design to support diverse learners? How does diversity add value to our work? What lessons can we take from neurodiversity (or other kinds of diversity) to inform our practice? Etc.. Please ensure you read our submission guidelines before sending anything in. Stay Home, Stay Safe, Stay Playful
Kim Flintoff's insight:
"Issue: April 2020 - The Sustainability Issue Welcome to issue three of Ludogogy Magazine – ‘The Sustainability Issue’ This issue is all about how we can use games and gamification to make the world a better place, and particularly about environmental and business sustainability. Happy Earth Day!"
Games offer many opportunities for learning - they can be content in their own right, serve as advanced organiser for other learning, or simply become metaphorical journeys that help build connections between a wide range of knowledge and understanding.
"Games as pretext" has been explored in Drama education for many years.
Games also offer a chance for a range of high order learning capabilities to be practiced ad developed.
Gamification and educational video game use increased rapidly during the pandemic. Teachers everywhere had to find ways of delivering instruction online and find other methods to engage and motivate students to keep learning. Several teachers across the globe identified that games such as Assassin's Creed: Origins, Roblox, Minecraft, and Dreams provided students with opportunities to exploit their creativity, be exposed to historical events, and implement cross-curricular material and present products representing their learning. This technology has aided teachers in widening their instructional horizons while helping promote students' learning.
As the world contends with COVID-19, millions of students and teachers will be using Zoom (and services like it) for their classes and meetings for the foreseeable future. Since we’ll be spending so much time there, we thought it would be a good idea to engage game designers in figuring out how to use Zoom to do other things with each other–playful things like the micro social games found on sites such as protestgames.org; one-page RPGs conceived especially for telepresence; New Games Movement-style play activities; board game-style games custom-fit to the affordances of Zoom; social deduction games like Werewolf/Mafia superpowered by functions like custom backgrounds and breakout rooms; simple party games like Sid Sackson’s “The No Game,” but optimized around the ways we can relate over Zoom; and so on.
Kim Flintoff's insight:
A creative project focussed on games and connection . Even if you miss the official deadline, the idea is terrific and can present as a local challenge amongst your community.
"There have been many misconceptions about whether gamification in eLearning is still as useful as before, or maybe it's dead. These misconceptions have been making waves in eLearning and hindering some organizations from using gamification as their learning strategy."
The article provides five ways gamification enhances learning. They are Intrinsic Motivation, Extrinsic Motivation, Motivation Through Recognition, Rewards For Each Milestone, Instead Of Just The Learning Goal and Competition. Each one applies to a different kind of learner that will ultimately satisfy their learning.
Although this article talks about the learners being employees of an organization, this can easily be translated to students in a classroom. In this article, the author explains five ways gamification is helpful to enhance learning.
The key takeaway from this article is the importance of intrinsic and extrinsic rewards that gamification offers to users. Depending on the personality of the user, people enjoy the competition and are eager to work for badges, coins, or points on a digital platform. In other cases, and depending on the reward, people prefer tangible rewards that recognize their achievements and learning development. Whatever the case may be, users have demonstrated that gamification is a different approach to learning that is positively impacting audience's engagement. It creates a sense of curiosity, healthy competition, and an opportunity to absorb information in different styles of instruction.
To get content containing either thought or leadership enter:
To get content containing both thought and leadership enter:
To get content containing the expression thought leadership enter:
You can enter several keywords and you can refine them whenever you want. Our suggestion engine uses more signals but entering a few keywords here will rapidly give you great content to curate.