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The MindShift Guide to Digital Games and Learning

The MindShift Guide to Digital Games and Learning
Some Struggles Teachers Face Using Games in the Classroom Lack of time and administrative support are just some of the obstacles to using games in the classroom. Continue Reading The MindShift Guide to Digital Games and Learning The MindShift Guide to Digital Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use. Continue Reading How Digital Games Help Teachers Make Connections to Lessons and Students Teachers finding the most success are good at creatively connecting the game back to the curriculum, while allowing it to maintain the qualities of a good game. Continue Reading Video Games and the Future of the Textbook Curriculum designers are rethinking not only the textbook, but educational content delivery in general. Continue Reading Could Video Games Measure Skills That Tests Can’t Capture? Continue Reading Screen Time That’s Valuable For Young Kids

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Four Inventive Games That Show Us the Future of Learning By Tanner Higgin, Graphite I think of contemporary art as a kind of futurism. Artists tinker away in their studios like engineers, making challenging (often weird) things that reframe what’s possible. In the process, they pioneer new ideas and technologies that sometimes get realized on a mass scale years later. Look no further than Drake’s “Hotline Bling,” which borrowed heavily from James Turrell’s work, or Kit Galloway and Sherrie Rabinowitz’s “Hole in Space,” which staged a New York to Los Angeles Skype-like video chat in 1980.

Motivate. Play. - Aurora As a reader of MP, there's a decent chance that you're already familiar with the concept of "flow" championed by positive psychologist Mihaly Csikszentmihalyi (pronounced like this, not this). If you aren't up to speed on it, fear not; I'll go into the details in just a moment. The notion is immensely popular among game designers and theorists, whether they want to leverage games' power to put us into a flow state to pursue social good, are using psychophysiological tools to quantify flow and keep players in it, or simply using it as the blueprint for good game design. But as much as the games community wants to take flow as its own, there's more to the story. I finally sat down and read Csikszentmihalyi's principal book on the topic, and the truth of the matter is that "flow" is much more than a gaming concept.

Stencyl Build Worlds If you're used to graphics editors like Photoshop, you'll feel right at home in the Scene Designer. Familiar features, such as a selection tool, zooming, grid-snapping and flood fill, will help you quickly craft complex worlds out of Actors, Tiles and Terrain. Create Actors Drop in graphics from your computer to create Actors on the fly. Then use Stencyl's Actor Editor to tweak your Actors' appearances, behaviors and physical properties, and to get them ready for showtime. Browse Game Assets When it comes to game development, most of us aren't Jacks of all trades. But thanks to StencylForge, our integrated marketplace, we don't have to be.

Playing Games In School It doesn't take a PhD to know that when students are engaged, they learn. Any game that fails to engage students gets chucked into the trash or relegated to a yard sale. Ergo the hypothesis that if "education" is more like a game, kids will be engaged and learn. Of course, the experimental evidence is mixed. Classcraft – Make learning an adventure “Classcraft saved my classroom! My class immediately changed behaviorally and academically after implementing it in my courses.“ — Roy Rodriguez, Public Speaking, Theatre & Debate, Grades 9-12, College Station, Texas

Features - Game Taxonomies: A High Level Framework for Game Analysis and Design In 1999, Doug Church proposed the use of formal abstract design tools for game design [3]. Part of Church's suggestion was to develop a common design vocabulary. It's ironic that while the game design community has started to develop these more rigorous design principles for games, there is much confusion even about the most basic of questions, such as what a game is, compared to a story or a simulation. Minecraft Modding Classes - ThoughtSTEM Beneath the world of Minecraft is an equally fascinating world of hardware and software -- built upon 150 years of computer science history. This class introduces students to this new world by exploring client/server architectures, network security, operating systems, and computer programming. To explore this world, students will be guided in setting up Minecraft servers and building Minecraft mods – while also being taught key computer science principles. The class is taught in a project-based style – with minimal lectures – making it both fun and educational. A talk by ThoughtSTEM's CEO.

What is 3D GameLab? - 3D GameLab 3D GameLab™ is a gamified content creation and student tracking platform where teachers can design and share quests and badges to create personalized learning for their students. Students “level up” through the curriculum, choose quests they want to play, and earn experience points, badges, and awards. Quests can be aligned to standards, including Common Core and NGSS, for real-time achievement reporting. Class is literally turned into a game, providing the opportunity for true mastery learning. Includes monthly professional development on gamification and tech integration strategies.

The 23 Best Game-Based Education Resources for 2014 Edudemic has covered game-based learning and gamification in the classroom on numerous occasions in the past. When learning becomes a game, it’s an enjoyable, effective experience for students and teachers alike. We’ve curated 23 of the best game-based education resources for 2014.

Welcome to Flow in Games Abstract | Introduction | Foundation | Design Flow in Games | Implement Flow in Games | Conclusion | Bibliography “TWENTY-THREE HUNDRED YEARS AGO Aristotle concluded that, more than anything else, men and women seek happiness...” - Mihaly Csikszentmihalyi (1990) Motivation In the last 30 years, as a form of entertainment, video games have evolved from confined arcade activities into a mature media. Video games have deeply infiltrated our daily life and our society. Games Learning Society In Crystals of Kaydor, you play the role of an advanced robot created to explore and learn, who crash lands on an alien planet. Discover the flora, fauna, and local residents, and help them solve problems through interpreting body language and nonverbal cues. In return, they may help you overcome obstacles of your own as you explore more of the environment.

GameMaker: Studio GameMaker: Studio caters to entry-level novices and seasoned game development professionals equally, allowing them to create cross-platform games in record time and at a fraction of the cost of conventional tools! In addition to making game development 80 percent faster than coding for native languages, developers can create fully functional prototypes in just a few hours, and a full game in just a matter of weeks. Key Features GameMaker: Studio Feature Comparison *Only available for approved Xbox developers. Click here for more information.

What is a 21st century teacher? People toss around terms in education and attach the words “21st century” to appear cutting edge or on the front end of trending ideas. As a teacher in the 21st century, I find it amazing to see some of the things that are so-called 21st century and yet are no different from ideas from the 20th or even the 19th century. With that in mind, I reflected on what it takes to be a teacher in the 21st century and what such a teacher looks like. Obviously, a 21st-century teacher should be tall, handsome and have a sweet spot for superheroes.

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