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Games for Change is the leading global advocate for supporting and making games for social impact.

Games for Change is the leading global advocate for supporting and making games for social impact.
What People are Playing The first interactive project told from a Northern Cheyenne perspective. game details Experience hazards facing migrants and Border Patrol along border. game details Fight to be king of the (ant)hills in this real-time strategy game. game details Enter the gateway to a new, ground-breaking level of meditation technology and get swept away. game details An interactive roleplaying game that helps build knowledge and skills on how to talk with their game details

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Solving the World - Serious Games Require Serious Gamers Every day gamers go into fictional spaces to save the world. They go on quests to save the Mario Galaxy, battle evil in Azeroth, and improve their lots in Farmville. Millions of gamers spend in the area of 3 billion hours a week solving the difficult and challenging problems of hundreds of fictional worlds and thousands of quests. Until lately that didn't really have much of an effect on the real 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.

Quest to Learn - insideschools.org Quest to Learn offers a new approach to education based on the principles that make video games enjoyable. It's a radical experiment that may sound flaky, but Q2L is not an oasis for students looking to play video games all day. It's a place where kids learn traditional subjects like history, algebra and chemistry—albeit in an untraditional way. "It's a common misconception about this school that you're going to come here and you're going to play video games to learn," explained one of the school's founders and co-directors, Arana Shapiro. "When we talk about games, we're talking about game-like learning--not about playing games but about looking at what makes games engaging for learning."

Persuasive Games A book about how videogames make arguments: rhetoric, computing, politics, advertising, learning. Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric’s unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively.

Build Model Atoms and More on the NOVA Elements App NOVA Elements for iPad is an excellent iPad app for helping students learn about the periodic table of elements. The app is "hosted" by NY Times technology reviewer David Pogue. There are three primary features of the app. Game Theory, Popular Science On test day for my Behavioral Ecology class at UCLA, I walked into the classroom bearing an impossibly difficult exam. Rather than being neatly arranged in alternate rows with pen or pencil in hand, my students sat in one tight group, with notes and books and laptops open and available. They were poised to share each other's thoughts and to copy the best answers. As I distributed the tests, the students began to talk and write.

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.

Games to Learn Spanish - Qué Onda Qué Onda Spanish Log In | Sign Up Games to Learn Spanish Who says learning Spanish can't be all fun and games? Bartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything) Richard Bartle co-created MUD (Multi-User Dungeon), the text-based precursor to today's MMORPGs, while studying at Essex University. He ended up formulating the theory that all MUD players could be broken down into four main types: killers, achievers, explorers, and socializers. This theory has since been used in all sorts of game design situations where it doesn't apply - let's look at what exactly it does tell us. MUD is a text-based adventure game (no graphics at all, only text) that had the then-unique attribute of being able to be played alongside other human players. It was one of the first online persistent worlds created, and you can still grab a MUD client today, connect to a server and play.

About: Participatory Science Platform - Science Into Action Participatory Science Platform (PSP) – What is it? The Participatory Science Platform (PSP) initiative was identified in the Science in Society strategic plan, A Nation of Curious Minds, and developed by the Ministry of Business, Innovation and Employment (MBIE) and the Ministry of Education with close involvement of the Prime Minister’s Chief Science Advisor. The PSP builds on the popularity of citizen science, but rebalances the relationship between the lay person and scientist through a highly collaborative approach. MBIE has initiated and funded three PSP pilots in Otago, Taranaki and South Auckland, with the intent to be evaluate these pilots over 2016/17. For further information about the PSP initiative nationally please see: www.curiousminds.nz/psp or contact: Dr.

Learning Analytic for Digital Game-Based Learning There is an overlooked opportunity in games – big data generated in the interactions through gaming. Game based learning is great, it’s learning-by-doing with lower costs in many cases, it’s focused on problem solving, it improves students motivation. But when we suggest teachers to use serious games to teach their students, the first question that it comes to their minds is: “Well, I like the idea, but… How do I assess this?”, or “How do I know it works for everyone?”

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”. From “chasing the dragon” and the experience of dependency to working your way through “cold turkey stage” where willpower is mapped onto navigation skills, this game models the essential dimensions of the addiction gestalt as identified by its creators. Depending on player behavior and choice, the game can have various outcomes that reflect this behavior. Someone who tries to shake the habit as quickly as possible will find herself in a different situation at the end of the game than someone who indulged in chasing the high.

Using Games in the Classroom This article is taken from the introduction to "Geometry Games", a photocopiable resource published by The Association of Teachers of Mathematics . When I first started to work on the use of games in the classroom, I was amazed that so little justification existed for their use. The assumption seems to be that games are fun and so they are a good thing to do. Setting up games in the classroom is time consuming in terms of preparation of equipment and demanding from an organisational point of view. Game Studies - Home Welcome to the official site of the ICA Game Studies Division (GSD)! The study of games and the game experience offers opportunities for the study of human communication that involve multidisciplinary approaches that merge the disciplines of conventional communication studies and research, arts and visual design, cognitive studies, computer sciences, cultural studies, engineering social sciences, health sciences, and information design. Although the common ground for the Game Studies Division is digital and video games, the group encompasses a broad range of inquiry topics and methods. The group serves as fertile meeting ground for the exchange of ideas among a very broad spectrum of disciplines and hosts a number of activities at ICA's annual conference. As the 2015 ICA Puerto Rico conference has passed, the Division is not actively accepting paper or panel proposals.

Great site for overview of different gaming options and what specific games are out there for change. by dpvagabond Mar 30

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