MSU Serious Games Design Program Studios - Contact Us "Fully re-mastered with HD visuals and audio, a stunning rendition of the original game that will delight faithful fans and new players alike!" "Coming soon to Xbox 360!" "Doormakers to adventure since 1996" Developers of the Fable and Black & White franchises based in the quaint, English town of Guildford. Games for Team Building | Activities, Initiative Games & Problem Solving Exercises Mislite da vam je dijete čudno? Možda je darovito Teški, čudni, naporni, genijalni, kreativni, nemogući... puno je opisa darovite djece. Svojoj okolini, posebice roditeljima, ova su posebna djeca velik izazov, mali ''vanzemaljci'' koji kao da su zalutali s nekog drugog planeta. Saznajte kako prepoznati darovitost! Ujedinjeno Kraljevstvo na karti većini nas izgleda kao - Ujedinjeno Kraljevstvo. Darovitost je, kako to navode autorice knjige 'Darovito je, što ću s njim?' Stalna pitanja i potraga za smislom života Darovita su djeca jako znatiželjna. Možda te zanima... Daroviti pitanja postavljaju i sebi samima, ali i drugima, što ponekad roditelje i nastavnike može dovesti do ludila, jer često ne znaju što odgovoriti ili nemaju vremena posvetiti se djetetovim potrebama za razumijevanjem. 'Čudaci' sa smislom za istinu i pravdu Puni su neobičnih ideja. Možda te zanima... Thinkstock Nadalje, darovita su djeca često osjetljiva na nepravdu te su u njihovim idejama i mislima često sadržana načela jednakosti, istine i pravde. Možda te zanima...
Serious game elearning, jeux serieux - Simlinx : conseil projet elarning, serious game 2010 Trends 2010 Trends – Unity Technologies CEO David Helgason We’re living in exciting times, and in some ways we here at Unity Technologies are in a unique position to be part of them. Here are the trends that we think are most important for the Unity community as a whole in 2010 along with what you can do to be part of We’re living in exciting times, and in some ways we here at Unity Technologies are in a unique position to be part of them. Here are the trends that we think are most important for the Unity community as a whole in 2010 along with what you can do to be part of them. Without further ado. The Year of Gamification, Part 1We call the adoption of game technology and game design methods outside of the games industry “gamification”, and this is a really broad trend. Unity and other game technologies are being used across more than a dozen sectors that have little or nothing to do with games. Action item: Sell your skills outside the games industry. Well, welcome to the new world.
Sustainability Learning through Gaming | Computing for Sustainability I’ve long been looking for approaches that use gameplay to engage in sustainability. I’ve previously been disappointed in a lack of systems thinking, and decisions in game design that damage a sustainable game’s utility. While participatory model development rather than gameplay, this was premise of my PhD Spatial Process Modelling. Prompted by Stefan Kreitmayer I’ve been reading an interesting paper by Carlo Fabricatore and Ximena Lopez presented at ECGBL: Sustainability Learning through Gaming: An Exploratory Study This paragraph is laden with potential: Educating for sustainability demands approaches and tools promoting systems thinking and learning to deal with traits of complexity, such as change, uncertainty, and emergence. So is this quote: All these steps are carried out directly in the gaming environment that serves as a frame for meaning making (Gee 2007). Their model of gameplay doesn’t seem to have interaction with other players, nor environmental scanning. Like this:
'Cilj obrazovanja je zaljubiti se te biti strastven oko nečega...' | 24sata 11:45 - U drugi dio konferencije uveo nas je Mislav Ante Omazić, profesor na Ekonomskom fakultetu u Zagrebu, poznat kao odličan motivator za svoje studente. Na samom početku rekao je kako je zaljubljen u svoju profesiju, ali i svjestan kako na tom području ima itekako puno stvari za promijeniti. - Pokušavam biti što interaktivniji na predavanjima. Funkcija obrazovnog procesa je pripremiti studenta za budućnost - rekao je. - U samo pet godina, vještine koje su potrebne će se potpuno izmijeniti. I dalje je na vrhu rješavanje problema. Kaže kako studente priprema za poslove koji još ne postoje i za tehnologije koje nisu izumljene kako bi rješavali probleme koji ne postoje. - Svijet će biti bitno drugačiji, a ne znamo jesmo li uopće sigurni hoće li opstati. - To je VUCA svijet (volatilan, neizvjestan, složen i nejasan), a to loše utječe na obrazovani proces - objasnio je. - Volim čuti studente kako s vremenom mijenjaju stavove. - Dio obrazovnog procesa je griješiti. - Kome treba ta matematika?
Savoir-faire Pédagogie interactive, production multimédia - Daesign E-learning Issu du monde des jeux vidéo, Dæsign est spécialisé dans la conception, la réalisation et l'édition de programmes de formation ludiques et innovants : les serious games dont l'objectif est le développement des compétences. Dæsign, c'est un savoir-faire unique dans le domaine de la pédagogie interactive. Daesign se distingue par une forte compétence en conception interactive, ergonomie, expertise LMS, et sa capacité à accompagner ses clients dans la mise en place de leurs outils dans le temps. Les nombreux mandats confiés par des entreprises telles que Generali, le Crédit Agricole, les AGF, Air France, Opcalia, Renault Trucks, la Société Générale, Peugeot, Alcatel Lucent, DCNS, Renault, la SNCF, Total et Michelin placent Dæsign dans une position de référent sur le marché français des serious games.
Can’t play, won’t play | Hide&Seek - Inventing new kinds of play I like neologisms. We need new words because we have new ideas, and ideas are the only things that break the law of the conservation of energy. Where once there was nothing there now is something, and the history of the neologism is a history of those moments of pure creation. ‘Gamification’, that said, can go take a long walk off a short pier. I’m heartened beyond measure to see that it’s been deleted from Wikipedia. ‘Gamification’, the internet will tell you, is the future. That problem being that gamification isn’t gamification at all. Games manage to produce all these drivers by being complex, responsive mechanisms. Games give their players meaningful choices that meaningfully impact on the world of the game. And living or dying is important. It’s crucial that we stop conflating points and games. Firstly, because it devalues points. But secondly, because it misrepresents games. Gamification is the wrong word for the right idea. So, in summary: Or, in other words:
“8 Tips for Measuring the Impact of Serious Games” | Pamela M. Kato, EdM, PhD Serious games are great! When you play them, the good ones (!!), you get the feeling that they are a breakthrough in learning. But that is not enough. Games are expensive to make, they come in all different levels of quality, and sometimes when you hear that a martian on an imaginary planet is teaching kids how to become successful entrepreneurs, you have to wonder if they really “work.” But because serious games seem to have an impact beyond the outcomes we have traditionally measured in training and teaching, this often means that we have to be smart, thoughtful and innovative to do a good job of measuring what they can do. Based on my experience having successfully used a range of traditional and non-traditional measures in assessing behavior change, I’d like to share some of my thoughts and advice on finding and developing measures to assess what your serious game does. Get your brain power-up because here are some tips about how to go about measuring what serious games can do. 1. 2.