What’s happening in the convergence of play and learn?
Half The Sky Launches Facebook Game To Provide Funding For Women And Girls Worldwide
That’s the concept behind “Half the Sky Movement: The Game,” a new Facebook game that engages players in a series of stories and adventures related to the challenges facing women and girls worldwide. The journey starts in India, then travels through Kenya, Vietnam and Afghanistan – destinations also featured in the “Half the Sky” book and PBS documentary from New York Times reporters Nicholas Kristof and Sheryl WuDunn.
Throughout the game, players have the chance to “unlock” funding for these non-profits from the game’s sponsors, which include the Ford Foundation and Zynga.org.
Serious Games & Social Connect
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.
National STEM Video Game Challenge
The 2013 Challenge is open to submissions! Middle and high school youth are encouraged to submit their original game designs for the opportunity to earn recognition and prizes for themselves, as well as monetary prizes for their schools.
This year, we are also offering mentors opportunities to get involved through toolkits, resources and curriculum, all of which can be found on the Mentors tab above.
The Challenge was launched in September of 2010 at the White House by President Obama and the first year winners were announced by Aneesh Chopra, Chief Technology Officer for the United States at The Atlantic’s Technology in Education Forum in Washington, DC in March of 2011.
New Commercial Studio/Academic Research Hybrid Announced at RIT
While there are other universities who have built simillar entities before us, we have some distinguishing factors.
We’ve been teaching game design and development for over ten years and are regulalry ranked in the top ten for undergraduate and graduate education in games by the Princeton Review. We are one of the largest and most heavily technical of the programs out there, with literaly hundreds of students. What’s more RIT is a co-op school, meaning that students must have two semesters of full-time, paid work as part of their graduation requirements. RIT students co-op at some of the biggest names in the industry already.
How Game-Based Learning Can Save the Humanities
My seven year old son and I have been playing on the Gamestar Mechanic website all week. We’re learning the principles of game design. We’re making our own video games. Most importantly, we’re playing together.
I’ve also been reading the book The Soul Does Not Specialize: Revaluing The Humanities and the Polyvalent Imagination. This collection of essays, edited by Jennifer Leigh Selig, takes a hard look at the predominant educational landscape “from primary school through doctoral degree programs both in the United States and abroad” which emphasize “standardization and specialization.” Each essay in the collection makes “an impassioned argument for the importance of education in the humanities which stimulates the mind, nourishes the soul, and gives wings to the imagination.”
Can Gamification Save Our Broken Education System?
The experience-based learning that games provide may be the ultimate form of contextual education as it can simulate a real life experience, enhancing both engagement and retention. Instead of telling kids they’re learning math because they might someday design cars, why not let them learn math by designing a virtual car? If the difference between a right or wrong calculation translates to breaking a new performance record or having the wheels fall off, they’ll quickly grasp the importance of math skills.
Games, as one component of a revamped education system, offer a way to address soft skills, experiential learning, motivation and outdated testing, and evidence regarding their effectiveness in education is growing (there’s even indication that purely recreational video games stimulate brain development).
Call for papers, posters and presentations: 3rd European Immersive Education Summit – London 2013
Building on the success of the 2011 and 2012 summits, the 3rd European Immersive Education Summit will be hosted by the Department of Education & Professional Studies at King’s College London, overlooking the Thames in the heart of London. The organisation of the summit is in conjunction with the School of Computer Science and Electronic Engineering at the University of Essex. The 3rd European iED summit will explore what the future holds as we move into a phase of more widespread adoption for immersive education and start to see exciting new possibilities. Also, this year, in cooperation with the Creative Science Foundation (www.creative-science.org) we are staging a workshop entitled Creative Science: Predicting the future for Education (with a special emphasis in immersive education) which will be based around the use of science fiction as a means to explore, inform, and influence future scientific research and development in education with a special emphasis on immersive education.
Call for Papers: Irish Symposium on Game Based Learning @DIT
The Irish Learning Technology Association is delighted to support the forthcoming Irish Symposium on Game Based Learning 2013 (iGBL2013) which takes place at Dublin Institute of Technology (DIT) on June 6-7.
The iGBL2013 Organising Committee has issued a Call for Papers with full symposium information available athttp://igbl2013.wordpress.com/
Knowledge Development through Constructionism Game-Based Learning Application: An Evaluation of Students’ Performance (IJFCC paper, downloadable)
This paper introduces the research on the development of knowledge through constructionism learning theory by usinge-games. It is foreseen to change traditional learning method into one that is ICT centered. The e-games were developed byGame Maker application and incorporated one of the learning theories that is constructionism learning theory.