What’s happening in the convergence of play and learn? (#GBL)
World Education Games: Uniting the World in Learning
Practice is on! The World Education Games are right around the corner. Compete with 5.5 million students in about 250 counties in Math, Science and/or Literacy.
- The World Education Games is an annual global online challenge to get all students (4-18 years of age) excited about learning, and to give the top students in all schools an opportunity to see how they measure up against the best in the world.
- Free entry allows all students to get involved and celebrate their education with equal opportunities.
- Split over three days and focusing on literacy, mathematics and science, the World Education Games is a hugely exciting and engaging way to promote learning and education across the world.
Serious Games Walk the Talk: Experiential Learning For Conference Attendees
The DMU Games Festival to be held from 25th – 28th February, will run as a sort of Multiplayer Serious Game Platform calling on players to register via Facebook or Twitter and complete a series of tasks that need to be accomplished in the real world. Players are rewarded for a completed challenge and entered onto an online leaderboard.
Games Festival Coordinator and DMU Research Fellow David Wortley said: “This is the first conference I have ever been involved in that has used video games and social network technologies to add an extra dimension to the event.”
New Sustainability Institute committed to immersive education
Penn State announces the launch of a Sustainability Institute to bring together researchers, educators, students, staff and community members from multiple colleges, campuses and frames of reference.
The Council distilled hundreds of recommendations and aspirations all into the Penn State Sustainability Strategic Plan, which defines sustainability as “the simultaneous pursuit of human health and happiness, environmental quality, and economic well being for current and future generations.”
The plan surfaced an extensive catalog of existing efforts and successes, but also the need to collect, connect and focus resources on new opportunities. What emerged was the concept of a Sustainability Institute — a central University resource to link and leverage all sustainability efforts. The Institute subsequently developed sustainability.psu.edu to provide a comprehensive hub for sustainability people and programs,events and experts, grants and goals, news and knowledge.
Irish Symposium on Game Based Learning, 6th & 7th June, (iGBL 2013)
The Irish Symposium on Game Based Learning, now in its 3rd year, provides a forum for teachers, lecturers, students and researchers to disseminate research, exchange ideas and best practice on the use of games and gamification (the use of game elements) for enhancing teaching and learning. The purpose of this symposium is to:
report on the use of GBL in primary, secondary and third-level education
define the roadmap for GBL in Ireland
provide evidence of the effectiveness of GBL to motivate and learn
identify how GBL can be included and facilitated in instructional settings.
MAGICAL at ATEE 2013 Winter Conference
MAGICAL will be at the 2013 Winter Conference of the Association for Teacher Education in Europe (ATEE) to be held in Genova, Italy, March 7-9. The conference theme is “Learning & Teaching with Media & Technology” and one of the keynotes is James Paul Gee of Arizona State University, USA. There’s a rich games thread in the parallel sessions, where we’ll be presenting “Learner Collaboration in Digital Game Building: An Emerging Trend”
Serious Games & Social Connect 2013
The second edition of the Serious Games & Social Connect conference will take place from 26 – 28 August 2013 at the Singapore Management University (Admin Building). Jointly organised by the Asian Federation for Serious Games and the Serious Games Association, the conference is an international networking and sharing platform for games/app developers, educators, healthcare and wellness providers, organisations, government agencies and individuals employing game mechanics in their workplace and daily lives.This conference is primarily targeted at Serious GamesContent Experts and Game Developers, both industry,academic and independent.
Students at Coventry University’s Serious Games Institute aren’t just learning to model 3D environments and tweak reward mechanics, they’re creating games to save lives.
The one-year course, which can be studied part-time over two years, is being renamed for the 2013/14 intake as MSc Digital Games and Business Innovation. That change reflects the increasing business focus of the course at a time when, as well as altruistic games, SGI are also looking at advergaming – the development of titles which engage people with brands.
Educational Games and the Creation of Work Teams That Work
Games, particularly educational games, are a massively multidisciplinary endeavor. They can’t be effectively approached without the abovementioned skills (among others). But it turns out that they also can’t be effectively approached by simply checking off a name for each of these responsibilities. That is a surefire way to create an educational game that is, in the words of my former colleague Henry Jenkins, “about as educational as a bad game and as much fun as a bad lecture”
Overview Active versus Passive Learning Dale@s Cone of Learning suggests that people generally remember only 10% of what they read, 20% of what they hear, and 30% of what they see. On the…
Wendy L. Bedwell, Davin Pavlas, Kyle Heyne, Elizabeth H. Lazzara and Eduardo Salas, all of the University of Central Florida, published “Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study” in the Simulation & Gaming December 2012 issue.
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly constitutes a game, scientific inquiry will continue to reveal inconsistent findings, making it hard to provide practitioners with guidance as to the most important attribute(s) for desired training outcomes. This article presents a game attribute taxonomy derived from a comprehensive literature review and subsequent card sorts performed by subject matter experts (SMEs). The categories of serious game attributes that emerged represent the shared mental models of game SMEs and serve to provide a comprehensive collection of game attributes. In order to guide future serious games research, the existing literature base is organized around the framework of this taxonomy.
- Developing A Strategy for Game-Based Learning (classroom-aid.com)