Game based learning. Games: Play & Create. Games & Narrative international research group on interactive and computer game narrative. Gaming and Game Design. Games. Game maker. Game Studies: Indiegames Culture Research interview with Enrico Gandolfi | Playing The Game. Enrico Gandolfi, PhD and Associate Researcher at Kent State University, teacher and game culture researcher The videogame as a fundamental element to analyze and understand some of the most characteristic phenomena of our times: here is the central concept of Videogiochi indipendenti tra cultura, comunicazione e partecipazione [“Independent videogames between culture, communication and participation”], the new book by one of the most interesting contemporary Italian researcher in the field of Game Studies, Enrico Gandolfi.
Observing dynamics of the videogame industry, the public and the various communities that animate this scene, the researcher has developed a methodology to identify their key elements. We contacted Enrico Gandolfi to ask information on the book and his opinion on some of the gaming scene’s aspects. Your research mainly concerns videogames as cultural means.
Could you tell the reasons behind this passion? You have used the right word, “passion”! Kent State University. The Anatomy Of Good Gamified eLearning. We’ve long known that playing games can help people to learn a well as being fun, that’s why we play games with our kids, and it’s not a new concept to bring games into instructional design. Disney coined the phrase ‘edutainment’ back in the 1940’s and ‘gamification’ was probably first used by Nick Pelling, creator of games for the BBC Micro and Commodor in the 1980’s. Kevin Werbach of Wharton offers a definition for the term ‘gamification’: “The use of game elements and game design techniques in non-game contexts”. We’ve seen an explosion in ‘gamification’ in the way firms seek to engage customers (think Nike) and the iOS and Android platforms have opened up a world of apps which naturally employ gaming elements into their feature lists.
But in our sphere, that of learning and development, the notion of games design elements in what we do has been around for a fair while now. We knew back then what the core principles were in games design that were beneficial for instructional design. A aprendizagem como um jogo ou como eu quero caminhar dos jogos digitais à gamificação | Um percurso... Quem tem a paciência de me acompanhar nas Redes Sociais conhece não só a minha paixão pela Educação, como o meu profundo interesse pelas aplicações das tecnologias aos processos de ensino e de aprendizagem. Um dos vários temas que me têm interessado é o da utilização de jogos digitais (os tais jogos ditos “sérios”), vindo a evoluir numa tentativa de entendimento do que, é ou do que pode ser, a gamificação (abro aqui um parêntesis para declarar publicamente que acredito que, tal como “blogue”, este será o termo que, em português, receberá dicionarização; vamos ver se o tempo me dá razão).
Tenho vindo, desde então, a reunir uma série de recursos neste contexto, como forma de testar uma das ferramentas que mais tem crescido em número de utilizadores nos último tempos, o Scoop It e de ir guardando tudo o que de interessante é partilhado sobre os temas Jogos Sérios, no início e Gamificação, mais recentemente. Esta é merecidamente uma das vinte melhores TED Talks! Let the games begin! Behind Media: As relações mediáticas dos Videojogos. Quando falamos da relação entre videojogos e cinema ou literatura, temos tendência para pensar nas adaptações de histórias ou personagens: “Tomb Raider”, dos videojogos para o Cinema; “Indiana Jones”, do cinema para os videojogos; “Assassin’s Creed”, dos videojogos para os livros; “Metro 2033”, dos livros para os videojogos.
Mas a relação entre media narrativos não se fica pelo mero trespassar de ideias de um medium ao outro, ainda que na última década isto se tenha tornado numa das maiores fontes de receita para quem produz conteúdos. Existe todo um conjunto de outras dimensões, nomeadamente no campo estético, que sofrem influências, ou que são mesmo trabalhadas com o sentido da adaptação, de um meio ao outro. Nesse sentido aproveitei a leitura recente de “Ready Player One” (2011) de Ernest Cline para perceber melhor de que são feitas estas influências. “Ready Player One” transformou-se rapidamente num livro de culto...
VIRTUAL ILLUSION: Sistemas de Ensino Distribuídos por James Paul Gee. A talk “Language, the World, and Video Games: Teaching & Learning in an Imperiled World” que o James Paul Gee proferiu hoje no encerramento da SITE 2015, foi tão inspiradora quanto demolidora, o que já se adivinhava pelo próprio título da conferência. Gee é um académico extremamente respeitado no meio, juntando-lhe a senioridade, faz com que não se preocupe muito com o politicamente correcto. Sem papas na língua, e com um sentido de humor imensamente refinado, polvilhou o seu discurso com ataques à política económica reinante, apontando o dedo ao racional de Milton Friedman que tem servido o declínio da sociedade ocidental nestes últimos anos.
A razão pela qual Gee, um académico que se preocupa com a aprendizagem e os videojogos, entrou por este tema adentro é simples, e fica totalmente explícito quando este afirma, “You can’t make students care, alone, the system needs to care. “Your internal nano-processors keep a very detailed record of your condition, equipment and recent history. Games | Elegy-Educators. Over 200 academic institutions are now using Elegy in the classroom. If you are interested in purchasing academic licenses, please e-mail us at email@example.com. Explore distant worlds inspired by the works of British Romantic era poets, and write fiction about the people who once lived there. For creative writing classes, Elegy inspires students to write stories, poems, and songs by combining a loose narrative framework with hand-painted art and rich soundscapes. In English as a second language (ESL) classes, students practice their grammar skills by entering short phrases into fill-in-the-blank sections that serve as the narrative framework.
“One of my students has dyslexia and struggles with reading and writing. She took to Elegy right away and wrote for almost an hour” — Russell Reznick, Teacher Dejobaan is working with educators in K-12, ESL, and university programs to develop lesson plans. The game launched on December 10th 2011 for Windows, Mac, and Linux on Steam. Help! Elegy for a Dead World on Steam. ELEGY FOR A DEAD WORLD MIGHT NOT BE FOR EVERYONE! - PLEASE READ AT LEAST THE TL;DR OR WATCH THE VIDEO TO UNDERSTAND THIS REVIEW!
THANKS! Elegy for a Dead World is not exactly a game in the strictest sense. There is not final goal to achieve, there is no failure state and there are only barebones in terms of its mechanics. Elegy for a Dead World really is more a way to explore your fantasy. Free eBook - How Gamification Reshapes Learning. By B. Santhosh Kumar We, human beings, are natural ‘gamers’! In our childhood, we freely exhibit and experience our liking for games. However, when we grow up, while some of us are lucky enough to carry this interest forward, others let go of it due to various reasons.
Those of us who think we’re not for games, are actually (unknowingly) engaging with interesting elements of gamification while interacting with social networking sites and others (in the form of Progress Bars, Likes, Ratings, etc.). In my two decades of career in Learning Design (in the role of researching, designing, managing, and delivering ‘learning’ for some of the best known schools, institutions, and organizations worldwide), I’ve experienced the magical power of gamification in learning, and was lucky enough to work on opportunities to tap its power to help make learning ‘fun’ and ‘engaging’ (for kids and for adults, in face-to-face sessions and in online learning courses).
B. Position: Vice President Short Bio By B. Game-Based Learning: Resource Roundup. Stop Boring Content: Gamify your Learning in 8 steps. Using an appropriate learning theory or pedagogical basis for developing gamified content is just as important as Gamifying your platform yet it seems that it is not getting as much buzz at the system-level as Gamification Engines within the LMS (thought this is still an extremely interesting subject).
While the pedagogical or instructional model of building out Gamified learning objects or serious games is intense and an art form on its own, most serious instructional designers can follow the below steps to accomplish the basics of creating really cool and engaging content. One of the biggest challenges of building out GBL courses that I have experienced is that everyone prefers different styles of games. Some people love sports, some love games, some like first person shooters, some like castle defense, some like role playing; the list can go on forever.
My strategy to solve this using GBL is to use actual experiences that your learners will face on the job. 1. 2. 3. 4. 5. 6. 7. 8. Games Can Advance Education: A Conversation With James Paul Gee. Getty Part 10 of MindShift’s Guide to Games and Learning. Most people involved with games and learning are familiar with the work of James Paul Gee.
A researcher in the field of theoretical linguistics, he argues for the consideration of multiple kinds of literacy. The notion of “New Literacies” expands the conception of literacy beyond books and reading to include visual symbols and other types of representation made possible through, among other things, current digital technologies. At this point in the evolution of education, it’s critical that we expand our conception of literacy to include more than just words. In fact, we may need to reimagine how we nurture early literacy to make sure we provide a foundation not only for reading, but also for “New Literacies.” Gee is included in this series because outside of academic psycholinguistics circles, he’s especially well known for his work on video games.
James Paul Gee: No, I did not expect such a big impact. JG: Yes and Amen. Related. Free eBook - How Gamification Reshapes Learning. Andrzej Marczewski's Blog - Game Thinking - Breaking down gamification and games. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Ever since I first started considering Game Thinking, I have been trying to come up with a way to break down all of the parts that make it up. The first attempt was my article about the differences between serious games and gamification.
This gave me a basic outline of the 4 areas I considered to make up Game Thinking. Since then, I have been thinking about this a lot. This lead to me writing down a basic outline of what would fall under the other headings in my list. Game Inspired Design This used to be called gameful design, but this now has more gamification like connotations.
Gamification Gamification is generaly defined along the lines of "The use of game thinking and elements in non game contexts". Serious Games Teaching Game: Teaches you something using real gameplay. Games / Play / Toys. Attention Span Statistics. From Game Design Elements to Gamefulness: Defining Gamification. The proceedings of the 2011 MindTrek conference are finally online in the ACM Digital Library, and with it, the paper I co-wrote with Rilla Khaled, Dan Dixon, and Lennart E. Nacke on “defining the damn thing” – that thing being “gamification,” of course. Here’s the abstract: Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design.
Here’s the link to the ACM digital library download: Here’s a download. And here’s the presentation: From Game Design Elements to Gamefulness: Defining “Gamification” Reference Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. Gamification by @victormanriquey. "Gamification Design": Meet the Instructors | Blog | Mooctivity. Interview with Victor Manrique and his Team, Instructors of the MOOC "Gamification Design" Victor Manrique is a gamification expert and currently finishing his Business & Law Double Degree at the University of Zaragoza.
He is a game designer at Play Jugo, a spanish startup that helps people achieve their personal and professional objectives by playing and teaches gamification in the Master Program at IEBS School of Business Innovation and Entrepreneurship. He is also the general coordinator of the Gamification Spain Meetups and author of the epicwinblog. Isidro Rodrigo is an entrepreneur, associate professor at IEBSchool, experience designer, speaker, game master & storyteller at DummyMedia's educational studios. He strongly believes in gamification and how it can balance performance, fun and meaning in every aspect of our daily lives.
Isidro has written several articles on games for education and self-development, and presented at several international conferences. Dr. What else? DummyMedia. Games for Impact - by IdeaScale | Popular | active | 1. Myopia is a multiplayer turn-based strategy game about time, choices, and consequences. Players assume roles of political, business, military, and civic leaders in a series of epochs taking place between 1900 and 2050, each centered about a social dilemma of the time — a greater good is possible when players work together, but often-conflicting incentives make cooperation and trust difficult. The impact of investments (cf. temporal discounting) and agreements (cf. collective action) made within each epoch and the relationships developed in the course of negotiations cascade to subsequent epochs and so shape decision landscapes and player dispositions.
Experience is gained against a backdrop of outcome value-neutrality, and replay exposes players to different roles, new relationships, and varied circumstances. EPOCH 0 (1900): Technological Revolution, trade-offs training in a local context EPOCH 1 (1920): League of Nations to United Nations EPOCH 4 (2050): Reagan’s Aliens / District 9. This Video Game Knows When You're Scared--And Gets Scarier. In the future, horror games will know when you’re scared. And then they’ll get scarier. Proof: the currently-in-development horror-adventure game Nevermind, which just launched a Kickstarter campaign last week. The game pairs classic first-person exploration with biofeedback data from a heart rate monitor in order to tell when you’re scared and turn up the horror. “In Nevermind, you get scared, you get stressed, and the world will punish you for giving in to those feelings,” says creative director Erin Reynolds, “But it rewards you for calming down by becoming easier.” 2Reactions While biofeedback seems like a perfect fit for the horror genre, Reynolds believes that the technology is key to moving the video game medium forward as a whole, allowing for an entirely new level of immersion.
“I think it really speaks to the potential of games being able to know more about you than you know about yourself, and having this intimate response to your internal reactions,” Reynolds says. Game Design as Narrative Architecture. You found me. | game designer, author, future forecaster, PhD. To Learning Principles - Composition + Videogames. Storytelling in Games: Part 1 - The Past and Present. In The Stanley Parable, Finding The Story Is The Game : All Tech Considered.