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Through coverage of the market, research and up-to-date analysis, Games and Learning reports on the opportunities and challenges facing those seeking to unlock the educational power of games.

Through coverage of the market, research and up-to-date analysis, Games and Learning reports on the opportunities and challenges facing those seeking to unlock the educational power of games.

http://www.gamesandlearning.org/

Related:  WIPTo be categorizedEmerging Technologiesalessiascarinci

How to apply a design thinking, HCD, UX or any creative process from scratch — Digital Experience Design How to apply a design thinking, HCD, UX or any creative process from scratch This how-to article aims at providing designers, creative thinkers or even project managers with a tool to set up, frame, organise, structure, run or manage design challenges, and projects: The Double Diamond revamped. The Double Diamond revamped In order to do so, I have come up with an own and a revamped version of the Double Diamond process. In case, you are familiar with the British Design Council’s Double Diamond, IDEO’s human centred design ideology or @d.school’s Design Thinking process you might be familiar with the majority of approaches, steps and tools in the following paragraphs of this article.

PowerUp Game Story If any one out there is listening, Planet Helios is being destroyed and we need your help! Hundreds of years ago the nations of our planet realized that the side effects from burning fossil fuels for energy were damaging the atmosphere and changing the climate. They joined together to develop and build technologies to create electricity from available renewable energy resources like wind, sun and water power. Meanwhile the planet's citizens–our ancestors– pulled together and pledged to use less energy. Games and the Common Core: Two Movements That Need Each Other Recently I witnessed two expert panels discussing critical issues for our educational system -- on the same day. The first one was on implementing the Common Core for English-language learners; the second was on how games offer an exciting new frontier for student learning and engagement. In the morning, I listened in to an Alliance for Excellent Education panel including Stanford professor Kenji Hakuta and Carrie Heath Phillips, director of Common Core implementation at the Council of Chief State School Officers. That evening, I went to Stanford to hear a panel on Education’s Digital Future that included professors James Paul Gee of Arizona State and Constance Steinkuehler of the University of Wisconsin - Madison. I was struck by two things: 1) How neither community of experts mentioned the other, and 2) how these two "movements" urgently need to work together. They need each other.

What Do We Mean By Open Education 3 min read This post first appeared on Educating Modern Learners. This article was part 2 of an exploration of what “open” means and affords in education. How can we think about “open” beyond “openly licensed materials”? Station Spacewalk Game <center><div class="site_errors"><div class="floatType_site_error_top"></div><div class="floatType_site_error"><table summary="layout table"><tr><td bgcolor="#000000"><font color="#ffffff"><h2><img src="/templateimages/redesign/modules/overlay/site_error.gif" title="Site Error" alt="Site Error"/>There's a problem with your browser or settings. </h2></font><font color="#ffffff"><p>Your browser or your browser's settings are not supported. To get the best experience possible, please download a compatible browser. If you know your browser is up to date, you should check to ensure that javascript is enabled. </p></font><p><a target="_blank" href="/home/How_to_enable_Javascript.html">&rsaquo; Learn How</a></p></td></tr></table></div><div class="floatType_site_error_bottom"></div></div></center> Follow this link to skip to the main content

Games 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.

Our mission in the K-12 math classroom Khan Academy is a nonprofit on a mission to provide a free world-class education for anyone anywhere. To accomplish this goal, we've created a personalized learning experience that uses videos and exercises to engage students across a wide range of subjects. Currently, math is our richest content area, with standards-aligned materials stretching from early math to calculus. We believe teachers are critical to student success. Our goal is to empower students to take ownership of their own learning and to empower you to spend more time doing what you do best: personally interacting with every student, providing guidance and encouragement, and engaging your class in collaborative activities.

Trading Card: Turn your photos into trading cards! Tons of fun stuff... Give one of our toys a spin! Color Palette Generator, Bead Art, Pocket Album, Photobooth, Trading Card, Hockneyizer, Movie Poster, Billboard, Gift Center, CD Cover, Jigsaw, Mosaic Maker, Badge Maker, Calendar, Framer, Wallpaper, Mat, Lolcat Generator, Magazine Cover, Cube, Map Maker, Letter from Santa, Motivator, Pop Art Poster, FX, I know, right? Video Game Art Styles Alto’s Adventure Alto’s Adventure is very much a casual game, but we were also keen to add a little soul and sensitivity to the mix in a way that’s not normally seen within the genre. This meant establishing a lighthearted tone without resorting to being overly bright or cartoonish. It was important that all aspects of the game’s environment and characters felt grounded, as though they could be just a small part of a much larger world with it’s own history and culture.

National 4-H Curriculum New Curriculum: What's On Your Plate?: Exploring Food Science The latest National 4-H Curriculum title examines food science with a collection of hands-on experiments-you-can-eat. Learn More > National 4-H Curriculum focuses on 4-H’s three primary mission mandates: science, healthy living, and citizenship. From Wind Power to Workforce Readiness, youth activity guides are filled with engaging experiences that cultivate the skills that youth need for everyday living as they gain knowledge about subjects that interest them. Why Games & Learning The meaning of knowing today has shifted from being able to recall and repeat information to being able to find it, evaluate it and use it compellingly at the right time and in the right context. Education in the early part of the twentieth century tended to focus on the acquisition of basic skills and content knowledge, like reading, writing, calculation, history or science. Many experts believe that success in the twenty-first century depends on education that treats higher order skills, like the ability to think, solve complex problems or interact critically through language and media. Games naturally support this form of education. They are designed to create a compelling complex problem space or world, which players come to understand through self-directed exploration. They are scaffolded to deliver just-in-time learning and to use data to help players understand how they are doing, what they need to work on and where to go next.

Games and learnng è un sito in cui si possono trovare ricerche, studi, articoli ed esperienze d'uso dei videogames per l'apprendimento, nonché una sezione dedicata all'analisi del mercato dei games utili per la didattica. by alessiascarinci Jan 21

Related:  Gamification