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100 Great Game Based Learning and Gamification Resources

100 Great Game Based Learning and Gamification Resources
4 Ways Serious Games Link to Learning (Free Download) A growing body of research supports the use of serious games in the workplace. And thanks to a year of successful implementations in corporate settings, some great case studies now point the way for organizations ready to use games for... Read this Post» The 12 Corporate Learning Content Areas… and Where Games Fit When it comes to game-based learning, 2014 is the year of theory moving into practice.

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GlassLab Today we launched an exciting new research and development initiative in partnership with Electronic Arts that aims to transform learning and assessment practices through digital games. Named GlassLab, the effort will explore the potential for digital games to serve both as potent learning environments and as real-time assessments of student learning. The Lab’s work is focused initially on assessments that track learning gains in middle school students against the Common Core State Standards and key twenty-first-century skills, like systems thinking, perseverance and creative problem solving. Located on the Redwood Shores campus of Electronic Arts near Redwood City, California, the Lab will draw on top Silicon Valley talent to produce innovative digital games, both modifications of existing commercially successful titles as well as original mini-games designed and developed at the Lab. Check out this video interview about GlassLab.

Gamification 15 Ways to Integrate Gamification Features into Your SEO Strategy On Thursday I presented on Gamification with Jeff Coughlan from at SAScon in Manchester. Jeff’s presentation (which I hope gets published online) was fantastic and really gave the audience a core understanding of what Gamification is, and is not. It was an honour to be in the presence of a games coder with 20+ years in the field. After Jeff spoke, I covered Gamification from the perspective of an SEO. Most insightful talk of the day from @Matmi & @SEOgadget on #Gamification, got us thinking, thanks guys #SAScon…

Computer games and learning handbook Aimed at teachers and those interested in using games with an educational intent, this handbook aims to provide some useful anchoring points for educators to make sense of the area and to develop practical approaches to the use of computer games as a medium for learning. It is assumed by some that the models games employ lead to learning, as young people effectively learn how to play without necessarily being explicitly taught, doing vast amounts of reading or interacting with others; while others see games as boring, tedious, time-consuming, and repetitive. Both of these viewpoints can be true: as stated the impact of a game is dependent on the game itself, but also the player, circumstance of use, mediation of the teacher and other players. In fact, many academic researchers of young people’s uses of digital media argue, counter to the hype, that computer games have been insufficiently well researched as a medium for learning. Ulicsak, M. and Williamson, B. (2010).

Enterprise Gamification Consultancy - An Overview of Gamification in Recruitment Standard job interview questions, used by many recruiters and managers, seem to be really ill fitted to predict a candidate’s future performance. According to professor Allen Huffcutt from Bradley University, who’s been studying job interviews for the better part of the past 20 years, identified a number of problems with the recruitment process in general and the interview process in particular. In several blogs about the gamification score we talked already in length about how unrelated to facts today’s evaluation processes for employees are. But the problem starts way early, during recruiting. Typical interview questions are ignoring highly relevant information.

Interactive Fiction Interactive fiction was the first great computer-game craze. Through the early 1980s, the most sophisticated, complex, involving games available were the text adventures. Everyone agreed. Go look up up old videogame rating charts; Infocom was always on the list — with several games. Of course, advancing graphics eventually washed away IF’s supremacy. By 1990, all the text game companies were closed, or about to be.

Enterprise Gamification Consultancy - Start Remember when game designer Jane McGonigal mentioned in her talks that she is aiming to have a game designer win a Nobel Award? Well, we are closer to that. This year's Nobel Award for Economics went to Oliver Hart and Bengt Holmström for their work on contract theory. What may sound pretty dull at first glance, is actually a pretty interesting piece on human behaviors and how it can be used to make better contracts. Their work did not only explain how contracts are negotiated, but how the contracts become better. Contracts are an important piece in our modern life.

Making Games: The Ultimate Project-Based Learning Part 6 of MindShift’s Guide to Games and Learning. As game-based learning increases in popularity, it’s easy to get pigeon-holed into one particular way of thinking about it or one way of employing it. This is true regardless of how teachers feel about gaming in the classroom, whether they’re for or against it. How Games Lead Kids to the Good Stuff: Understanding Context Getty Part 2 of MindShift’s Guide to Games and Learning. Those who still think of content as the driving force of education may not be ready for game-based learning. What do we mean by “content”? In this age of digital media, “content” is what web designers, TV producers, and media moguls talk about. Articles, TV shows, YouTube videos, photos — that’s all content.

Gates Foundation Announces Portfolio of Innovative Grants to Develop New Teaching and Learning Tools that Support Teachers and Help Students Adaptable resources will provide teachers with helpful tools to differentiate instruction and prepare all students to meet the Common Core State Standards SEATTLE--The Bill & Melinda Gates Foundation today announced a suite of investments, totaling more than $20 million, focused on identifying and expanding promising cutting-edge learning resources that support teachers and students and bring innovative new instructional approaches into America’s classrooms. These investments support the development of game-based learning applications; math, English language arts and science curricula built in to digital formats; learning through social networking platforms; and embedded assessments through a real-time and engaging environment of experiences and journeys. All these promising resources are aligned to the Common Core State Standards, which are college- and career-ready standards being implemented in more than 40 states. The foundation is also investing in several game-based learning tools:

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