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UNHCR - Welcome to Against All Odds

UNHCR - Welcome to Against All Odds

FloodSim - FloodSim The Challenge In the UK, some 2 million households and 140,000 commercial properties, equating to almost 5 million people, are at risk of severe flooding. An interactive and stimulating solution was required to create awareness of the increasing risk of flooding through highlighting preventative measures and policies to drive home important lessons from the flooding events in 2007 to form future thinking and priorities. What we did FloodSim is an accessible online policy simulation that helps raise public awareness of issues around flood policy and provides feedback to insurers and policy makers about public attitudes towards different flood protection options. FloodSim puts the player in control of flood policy in the UK for three years. Key Messages and Themes Our Approach The floods of 2007 show just how serious flooding can be, and I am glad to see that this project has been developed to enable people to have a greater understanding of the risk of flooding. The benefits Outcomes

You Deserve a Medal: Honors on the Path to True Love by Maria Popova We’ve been fans of designer Stefan G. Bucher every since his wonderful ongoing storytelling experiment, Daily Monster. A “love medals glossary” breaks down the design and iconography behind the insignia, and three of the medals — “The Worst-of-Days Medal for Heartbreak Survival,” “The Molten Medal for Overwhelming Sex Appeal,” and for “The One-in-a-Million Medal for True Love Recognition, Appreciation, and Reciprocation” — have actually been produced as physical medals, sculpted and stamped out of metal. But what makes the book most fascinating and precious is that beneath the tongue-in-cheek tone lies not the usual cynicism about love but a genuine yearning for its rich complexity and its subtle manifestations. It’s not about winning medals, it’s about doing something that will make somebody else happy, and THEN winning a medal for it. The project did start in the wake of a breakup. Brain Pickings has a free weekly newsletter and people say it’s cool. Share on Tumblr

The Ludologist These are some comments from my keynote at Rutger’s Extending Play conference in 2016, co-presenting with Shaka McGlotten. Hasn’t our sense of play suddenly become quite dark? There is a change in our primary conceptions of playing, and game-playing. In Brian Sutton-Smith’s Ambiguity of play, he lists 7 common rhetorics of play, meaning 7 common ways in which play is framed. When the field of game studies began, we probably used four quite positive rhetorics of play: Rhetoric of play as progress.Rhetoric of play as fate.Rhetoric of play as power.Rhetoric of play as identity.Rhetoric of play as the imaginary.Rhetoric of the self.Rhetoric of play as frivolous. This is not surprising. We emphasized learning (play as progress), playing with identity, we emphasized the positive creations of the imaginary, and we emphasized the me-time of playing (the self). But now it seems we are in a darker place. We no longer talk about smart mobs, just mobs.

Serious Game, advergame : Définition Qu’est-ce que le Serious Game ? Les Serious Games (ou jeux sérieux) sont des applications développées à partir des technologies avancées du jeu vidéo, faisant appel aux mêmes approches de design et savoir-faire que le jeu classique (3D temps réel, simulation d’objets, d’individus, d’environnements…) mais qui dépassent la seule dimension du divertissement. Elles combinent en effet des ressorts ludiques et technologiques issus du jeu vidéo avec une intention sérieuse de type pédagogique, informative, communicationnelle, marketing, idéologique ou d’entraînement. Le serious game est né aux Etats-Unis, où des entreprises américaines et notamment l’armée ont cherché très tôt à préparer leurs recrues au terrain. Le caractère social d’un serious game, permet également l’utilisation simultanée de plusieurs utilisateurs, ce qui représente l’enjeu majeur dans les années à venir pour le « joueur » comme pour le professionnel qui l’encadre. Classification des Serious- Games Ludo-Éducatifs (Edutainment)

de actuele database voor de Nederlandse gamesindustrie BitPress Educatie is specialist in het ontwikkelen van educatieve managementgames en simulaties voor vmbo tot MBA niveau. Tevens ontwikkelt BitPress Educatie webbased tools ter ondersteuning van de individuele ontwikkeling van leerlingen en studenten. Educational Games Research mister-travel gamesmaken.startpagina.nl - Alles over gamedesign / gamedevelopment eXe Serious Games | Instructional Technology What are serious games? How might desktop and mobile-based games provide learning experiences that are engaging and immersive? Serious games situate students in authentic learning contexts through role-play and real-play around critical social issues. Simulations Exploratory Games Build-it Yourself Exploratory Games Casual Games Other Casual Game Examples: Ayiti (Flash): Purpose: To immerse students through role-play as a family in Haiti. Darfur is Dying (Flash): Purpose: To immerse students through role-play as a resident of Darfur. Homeland Guantanamos (Flash): Purpose: To immerse students as investigative journalists to research the treatment of immigrant detainees in the US. Climate Change: Purpose: To immerse students in the policies, politics, and science of climate change Games Promoting ‘Real Play’

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