
Games
Get flash to fully experience Pearltrees
Phylo is a project that began as a reaction to the following nugget of information: Kids know more about Pokemon creatures than they do about real creatures * . We think there’s something wrong with that. Apparently, so do many others. Phylo is: (1) a card game that makes use of the wonderful, complex, and inspiring things that inform the notion of biodiversity; (2) an exercise in crowd sourcing, open access, and open game development; and (3) FREAKIN’ AWESOME! The phylo project is the product of the kind and (frankly) amazing contributions of many many individuals who have given art, science expertise, gaming advice, programming chops, and more.
PHYLO: THE TRADING CARD GAME
On April 3-5, IFTF and the Rockefeller Foundation invited people all over the world to join the Catalysts for Change game and imagine thousands of paths out of poverty. More than 1,600 people from 79 countries responded to the call to action. And after 48 hours of gameplay, they had built long chain reactions of ideas that added up to 18,160 ideas for ways to catalyze change in poor, vulnerable, or marginalized communities.
Institute For The Future
Serious Games
Gamification
A certain amount of knowledge is required for players to navigate video games, whether this means remembering the weak points of the different splicers in BioShock, or remembering the buttons to press to play Epona’s song in Ocarina of Time. This knowledge is gained throughout play, rather than presented to the individual to quiz... George RR Martin titled A Song of Ice and Fire advisedly, I think, with reference to the bardic traditions of European culture that gave us also the Iliad, the Odyssey, Beowulf, and the Song of Roland among many others.
Play The Past |
Networked Learning Design - home
Image: x-ray delta one (Flickr) The idea of leisure and “play” for children in America has evolved from an experience cemented in timeless, staple games and toys to one that is increasingly tied to the evolving digital experience of their parents. Consider these trends: Digital activity is soaring among kids . According to an article citing research by the Sesame Workshop, children today are increasingly digitally active—67% of eight year olds use the Internet daily, 40% of four year olds are daily video game players, and 20% of children between the ages of six and eleven own a cell phone. That’s nearly double the percentage found just five years ago (12%).

