What’s happening in the convergence of play and learn?
This weekend! Games and Virtual Worlds UnSymposium
Most of the sessions were livestreamed and stored on the Games MOOC YouTube Channel;
Sessions took place in Second Life, TERAOnline and World of Warcraft
The UnSymposium is a grassroot community event, organized by Kae Novak (Blog: center4edupunx.com), Tanya Martin (Blog: gridjumper.net), Chris Luchs (Blog: center4edupunx), Kate Hagerty (Blog: center4edupunx) and Vasili A. Giannoutsos.
GAMES FOR CHANGE ~ AUSTRALIA-NEW ZEALAND – NOVEMBER 15, 2012
Our two day festival on 15-16 November 2012 will launch our chapter of Games for Change Australia New Zealand and content is being curated to reflect local challenges in a global context using games a medium for change.
Conference: Games for Health – Computer games as PTSD treatment – Wednesday 5 December 2012
Throughout the last two years a partnership between Danish companies and public institutions, all leading within their respective domain, has been developing a computer game which can improve the treatment of military veterans suffering from posttraumatic stress disorder (PTSD).
The project is now almost finished; hence we invite all parties interested in PTSD, computer games, health IT, psychiatry, or just innovation in general to join us at the concluding conference. Please join in to learn about the project results and to participate in a dialogue on IT and health.
Participation is free of charge.
EUCIS-LLL invites you to the Lifelong Learning Week from the 26th to 29th of November 2012
Technology Enhanced Learning with Game-Based Learning – Nov.29th
The European Civil Society Platform on Lifelong Learning (EUCIS-LLL) gathers 31 European networks working in education and training. Together, these organisations cover all sectors of education and training including networks for secondary and higher education, vocational education and training, adult education and popular education; networks for students, school heads, parents, HRD professionals, teachers and trainers.
CMRE features Serious Games applications for security and safety at VS-Games2012
Two papers were presented at the 4th International Conference on Games and Virtual Worlds for Serious Applications held in Genoa from 29 to 31 October 2012 within the GaLA European network framework. The fourth IEEE International Conference in Games and Virtual Worlds for Serious Applications (2012) aimed to meet the significant challenges of the cross-disciplinary community that work around these serious application areas by bringing the community together to share case studies of practice, to present new frameworks, methodologies and theories and to begin the process of developing shared cross-disciplinary outputs. It was the first of a series of conferences organized by the Games and Learning Alliance (GaLA) project.
Study Shows Why Tablets Could Become The New Center Of Living Room Entertainment
A new report from Flurry Analytics released today details some of the key differences between smartphone and tablet usage. The study finds that tablets are used overwhelmingly during the evening, prime-time hours, and that users spend more time per-session on tablet devices compared to smartphones. Also, users tend to game heavily on tablets, and use them for entertainment much more proportionally than they do on smartphones. The upshot of the study is that Flurry sees consumers spending more and more time with tablets during times when they’d been exclusively glued to their TVs in the past.
ExPlay 2012: What can games offer science and society?
The ExPlay festival in Bath this morning played host to a panel that explored the role videogames can play in science and society, looking specifically at how gameplay – whether full game mechanics or simply gamification – can help players learn about, and understand, difficult or obscure topics. A spoonful of sugar, as it were.
LGN Wins Most Meaningful Game and People’s Choice Award at Meaningful Play 2012
The Learning Games Network (LGN) received an award this month at the International Academic Conference on Meaningful Play 2012 at Michigan State University for the Most Meaningful Game. The award was given to their gameQuandary, which teaches adolescents to recognize and address ethical issues. At the same conference, LGN’s Fair Playwon the People’s Choice Award as decided by attendees of the conference.
Intel professor recognized for game-based learning
Associate Professor of intelligence studies Kristan Wheaton, J.D., has acted as a pioneer in game-based learning, especially in regard to Intelligence Studies. Wheaton’s advocacy of gaming skills has put the Institute of Intelligence Studies at Mercyhurst University on the pages of USA Today, featured him (Wheaton) as a subject-matter expert in notable academic publications.
Mediocrity versus Mastery: The Case for Game-Based Learning
How best can we leverage the promise of mobile platforms to raise children who aim beyond mediocrity, and towards mastery in their learning? We can do it through adaptive, mobile, game-based learning. This is not about teaching students through games in order to entertain them, or to distract them from the other media vying for their daily attention. This is about training them to get excited about driving their own education.
Teach At-Risk Students in Leadership and Language Arts with. . . World of Warcraft?
Lucas Gillispie, an instructional technology coordinator at Pender County Schools in Burgaw, North Carolina has projects —WoWinSchool (WoW used with middle school children), Minecraft (used with elementary students), and SAGA (Story and Game Academy). This is an interview with him talking about WoW in schools.
Does Math Achievement h’APP’en when iPads and Game-Based Learning are Incorporated into Fifth-Grade Mathematics Instruction? (Journal of Information Technology Education: Research)
The purpose of this quan-titative, quasi-experimental study was to examine the effects of iPad use as a 1-to-1 (1:1) comput-ing device on 5th-grade students’ mathematics achievement in two rural Virginia elementary schools. The change from pretest to posttest was not significantly different between the two groups as measured by a one-way repeated measures analysis of variance. Recommendations for future study include increasing the intervention duration, using additional participants, collecting qualitative data, and providing students with continuous 24-hour, seven-day-a-week iPad access.
The current research gap was a limit to understanding of the potential nature of a 21st-century mobile learning tool on students’ achievement. Although the use of 1:1 mobile devices showed promise to assist students in 21st-century learning skills, Holcomb (2009) stated that in using a 1:1 initiative, “it is important to recognize the existing standardized assessment may be ill equipped to measure 21st century learning” (p. 54).
In implementing a 1:1 initiative, school leaders must maintain realistic expectations that the intervention results might not be immediate (Holcomb, 2009).