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Escouade B

Escouade B

http://bibliomontreal.com/escouadeB/

Related:  serious gamesDANGER INTERNET - outilsOUTILS POUR FONCTIONNER EN CLASSE & SERIOUS GAMESserious gamesséquences 6e

Toca Builders Dear Parent, Meet the Builders! They’re a nifty bunch here to help you realize your wildest construction dreams and plans. The Builders are at your command: build, paint, tear down and PLAY – Toca Builders is as much a tool for creating constructions as it is a world in which to create your own fantastic games. How to Keep iPad children safe online Has your child got an iPad from Santa? I may be an iPad teacher calling myself @iPadWells and running this blog on iPad use but I’m also a father of 2 daughters with all the normal excitement and fear that comes with that. One of my daughters soon reaches the magical double-figure age of 10 and there is talk of her maybe (insert usual “if she’s a good girl” rhetoric that usually gets ignored) having an iPad for her birthday. The thought of her sitting alone in her bedroom with access to all that the internet has to offer scares me just as much as I’m sure will the day she steps into the first boyfriend’s car. But I’m calm. If there’s one person who can keep her safe on an iPad, it’s gotta be me or I may as well stop blogging.

Capitalisme féroce: le jeu You are a pirate commander staked with $50,000 from local tribal leaders and other investors. Your job is to guide your pirate crew through raids in and around the Gulf of Aden, attack and capture a ship, and successfully negotiate a ransom. Game design: Smallbore Webworks Visual design: Dennis Crothers How to Play Cutthroat Capitalism: The Game Shapiro: Games Allow Teachers to Reshape What and How They Teach Temple University’s Jordan Shapiro recently took to Forbes to write, as he often does, about the intersection of high tech and higher learning. His point seemed fairly clear from the headline: “We Need More EdTech, But Less Technology In The Classroom.” Shapiro’s focus on how technology fits into one’s overall education actually raises important questions for teachers using (or not using) technology. As he wrote, “we need to learn to embrace edtech for what it strengthens and rise up with empathetic excellence where it falls short. Just as Google’s predictive dialogue box has forced me to reconsider the essence of human intuition (after all, according to ordinary definitions, Google has better intuition than any human), so technological ways of knowing have forced me to reconsider the essence of teaching.” We decided to get him on the phone and talk a bit more about how technology connects to education at the collegiate and K-12 level and more specifically where games might fit.

BEAT THE CENSOR - an illustration of different censoring attempts SCORE: 0000 | Users connected: 000 Why do some countries censor the internet? Frankly we do not know and you would need to ask the respective governments why they are doing it. Where does the data comes from? We use a mashup of data coming from herdict.org and the OpenNet Initiative. The data was made available to us during the EU Hackathon 2011.

10 Apps Teens are Using that Parents Need to Know Not all social apps are bad. Most of the apps our kids use are truly an extension of your child’s “real world” social life. For the most part, our kids talk to people they only talk to in “real life.” With the influence of technology in our kids social lives, we can’t panic or over think every single thing, but we do need to empower each other and be aware of what our kids are doing when they are online and engaged in these apps. We teach our children how to swim so they don’t drown and the same is true for online social behaviors. We have to talk to our kids and teach them how to navigate through this online world.

1979 Revolution: Black Friday - Games For Change 1979 Revolution: Black Friday is choice driven, narrative game that brings players into the brooding world of a nation on the verge of collapse. Play as Reza, an aspiring photojournalist, and make life and death decisions as you survive the gritty streets of Iran in the late 1970’s. The year is 1978, the place is Tehran, Iran. You are Reza Shirazi, a striving photojournalist, who after studying abroad returns home to find his people in a bloodied uprising against the ruling King, the Shah.

Design Your Class Like A Video Game How Video Games Have Mastered Learning Engagement Terry Heick Agreeing on how to best establish what a learner understands isn’t simple — if for no other reason than understanding isn’t simple. processing : black hole pong Robert Unwin summer project 2010 This game is a light-hearted remake of the old classic, except with a cosmic twist! The original game of Pong involved each player controlling a paddle which they would use to bounce a ball back to their opponent, in the hope they would miss. Educational Technology / Digital Learining Digital Citizenship & Digital Literacy Big Question : “How can learners become critical assessors of digital resources and be responsible digital citizens?” Featured Digital Citizenship & Digital Literacy Resources Be Internet Awesome

80 Days - Games For Change The year is 1872 (with a steampunk twist) and Monsieur Phileas Fogg has wagered he can circumnavigate the globe in less than 80 days. Traveling by African airship, mechanical camel, submarine in the company of pirates, opium traders, smugglers and more, attempt to complete the epic journey around the world. 80 DAYS allows players to create their own route around the world, starting from London and visiting any of a hundred and fifty cities en route. In each location, there are individual, personal stories to engage with, that draw on historical events, cultural details, and flights of wild invention in equal measure. The game has a cast of hundreds from across a massive range of ethnicities, genders and sexualities, with our alternate history setting enabling us to empower the disempowered and contrast our perceived understanding of history with its muddier, busier reality.

Gamification: What it is and Why it Matters Gamification is being implemented into elearning as more learning management systems, instructional designers, teachers, and organizations realize the benefit of including some form of game learning into their courses. To some, the idea of gamification is rather new, but it actually has been around in some form or another for quite some time. Thanks to some content developed by Mia MacMeekin, I was able to discover the origins of gamification, as well as the practical uses today. Akrasia - Games For Change The game is set in a maze that represents the mind. The maze has two states – a normal and a psychedelic state. To enter the game, the player has to collect a pill-shaped object and thus enters the game as “addict”.

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