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Why games? What can you learn from playing games? How can games change the world? Jane McGonigal addresses the idea of using games in education at the 2011 Microsoft Innovative Education Forum.
As some of you may know I’m studying a Masters in Technology in Learning and have been focusing on Serious Games. I wanted to share my project with the community! I built a Serious Game using a platform called ThinkingWorlds to showcase the pedagogies in games and to investigate how teacher attitudes and perceptions changed before and after playing a game based learning serious game.
What started as a gathering of like minded players in the Serious Games Industry is now a full fledged 3 days conference with over 45 presentations. With the leadership of my members from the Serious Games Association (Singapore), this event is now becoming an international platform for serious games developers, government agencies and more important for individuals keen in maximising the applications of serious in their daily lives. This conference was developed with the intention to share serious games applications with educators, corporate HR practitioners and medical healthcare practitioners. It will showcase the trends and applications of games in the area of education, patient rehabilitation, advertising media, adult learning and assessment.
“The concept is something like World of Warcraft, where everyone in the world is playing the same game,” Hanke said. Players are on one of two teams: “The Enlightened,” who embrace the power, or “The Resistance,” who fight the power. Anyone can play from anywhere in the world, though in more densely played areas there will be more local competition for resources.
Outdoor physical activity is a big component of this, though driving between locations isn’t banned. “You’re like a rat in a maze on the phone,” Hanke said. Then, back at your computer, you can review the larger area and gameplay.
On the Boulevard Saint-Michel, near the center of Paris, just off the edge of the Jardin du Luxembourg and just a short stroll from the Sorbonne sits the main campus of the École Nationale Supérieure des Mines de Paris.
The new, new MOOC
Minecraft has become a kind of anarchic massive open online course (MOOC) all on its own, without developing courseware or costly new program licenses. Part of the proliferation is due to user-created video, particularly on YouTube, where a quick search yields 7.5 million mentions. Video podcasts, recordings of building in progress and most importantly, walkthroughs, or videos of players demonstrating how to master levels or particular construction techniques, keep the global Minecraft horde digging and trying to impress or teach one another, forming a key part of the informal player-to-player education that makes the game a fascinating phenomenon to observe.
Learn throughout the year with asynchronous quests and synchronous events in environments like Minecraft, World of Warcraft, Second Life, Google Hangouts and more!
We’re kicking off spring with a three week online camp for teachers and instructional designers, providing you the tools and the training to turn your class into a living game, or just a very cool place to learn! After it’s over, you’ll have a teacher dashboard and can invite your students to play their waythrough the curriculum. You choose which quest strands and synchronous events you’d like to participate in (any or all), work at your own pace, fully facilitated by our Guild Officers
Our state test is multiple choice. (We are looking forward to the writing-based CCSS assessments!) To get ready for the series of tests, we took a pretest so that each student knew where his individual problem areas were. Then, I created quests for each problem area--quests that would make Chris cringe because students didn't make anything. Generally, I linked the students to multiple choice practice sites. I added fancy fonts and encouraging words--and anything else to make the drudgery of multiple choice less irksome. We all know that students need to practice in the way that they will be tested. And these students practiced, directed by the knowledge areas that they knew they needed to improve.
This group of students struggled with the state tests last year. This year, 90% of them were proficient or advanced. The students give generous credit to 3D Game Lab because it allowed them to concentrate on the places that they needed the help.
Colleges and schools are using game labs and gamification to enhance the educational experience of their students regardless of focus, age, or grade level.
The Education channel at Gamification Corp. One of the useful gateways to current news and reports on developments in gamification and education. Other channels on the site include consumer, enterprise, experts, etc...
Putting the future of education in the hands of entrepreneurs.
In the dialogue on how technology may save education for a generation facing a broken public school system and countless distractions, gamification has received plenty of attention. But can digital games – often the very source of distraction — engage the new generation in education? Yes and no. Games are a tool, and their value in education depends on how they fit into our overall strategy.
Gamification is the use of game-like thinking and elements in places that aren't traditionally games. The use of game mechanics and dynamics like badges, leaderboards, and actions can be useful for improving motivation and learning in informal and formal settings.
For a general overview of gamification in education, see the paper, Gamification in Education: What, How, Why Bother?
MadPea is creating a premier line of games based around original mysteries by encompassing a talented staff of designers, writers, builders and scripters from all around the world.
Jane McGonigal is Director of Game Research & Development at Institute for the Future and Chief Creative Officer at SuperBetter Labs. She is author of the New York Times best seller, Reality is Broken.
Ms. McGonigal spoke at this year’s The UP Experience to the topic, "How Gaming Will Change the World." She began by quoting “the number one question my friends, family, and audiences ask me,” which is: "Jane, on your deathbed, won’t you regret having spent so much time playing games?"
MinecraftEdu - Bringing Minecraft to the Classroom...
MinecraftEdu is the collaboration of a small team of educators and programmers from the United States and Finland. We are working with Mojang AB of Sweden, the creators of Minecraft, to make the game affordable and accessible to schools everywhere. We have also created a suite of tools that make it easy to unlock the power of Minecraft in YOUR classroom.
If you've watched past episodes of Idea Channel, you know we're huge fans of Minecraft. This totally amazing video game allows you to build your own world fr...
It’s amazing to see the affordances that technology offers these days, I hope teachers would not forget to explain or at least shed a bit of light on the concept of simulation that underpins these tools. We don’t want to see a politician or urban planner some 10 to 20 years down the track, making critical decision based on their ‘simulated’ experience naively think that the programmed algorithm under the hood of the simulation tool equal to facts of natural phenomena. Proper explanation about what is the meaning of assumption and how things might be different in reality compared to simulated world could be very crucial.
World of Classcraft is an educational augmented-reality multiplayer role-playing game. Played in the classroom, students play as one of three classes, gaining awesome powers, while risking a terrible death.
Students gain experience points for good actions and take damage for bad actions. As they gain experience points, students level up and gain powers that can be used in the classroom.
Building skills to be a successful student is extremely important. Here are three reasons gamification helps to build important skills for all students.
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