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50 Great Sites for Serious, Educational Games

50 Great Sites for Serious, Educational Games
By Rose Jensen Serious games are making the news almost every day. From teaching children about the cancer in their bodies to helping college students reinforce lessons from their business classes, these educational games take playing to a whole new level. Take a look at these 50 sites for serious and educational games you can play. No matter what you may be studying in college, there is a good chance that these educational games can enhance your learning or help you teach others. Business and Management From practicing your business skills to learning about book keeping in your courses at online colleges for accounting, these games will help you get a handle on your business school lessons. EVE Online. Games for Students These games bring powerful first-hand experience to students with games ranging from early elementary to high school and focusing on everything from science to civic responsibility. PowerUp. Training Games America’s Army. Health and Medical Games Fatworld. Darfur is Dying.

Related:  Education, games and gamificationSERIOUS GAMETechnology in the Geography Classroombiblico16

Games & Media Children learn best through play. Good examples of these are playing tag instead of the boring sports or the trashcan of themepark 'de Efteling': Holle Bolle Gijs. Reduced cleaning costs and kids running around to fill the bins in exchange for a special 'thank you!'. That is the core of our thinking. Whether it comes to literacy, obesity, cyberbullying, extra practice in school, reading retardation or learning a foreign language. Everything starts with motivation and consequently the higher retention of knowledge.

Study Corner - National Geographic Bee What's the best way for students to prepare for the Bee? Here are some tips from the National Geographic Bee Official Study Guide: • Getting Geographic Activities: Teachers can use these activities in the classroom to prepare students for the bee! • Investigating the School Neighborhood • Exploring Landscapes Beneath the Oceans • Reading Highway Maps David Edery & Ethan Mollick From Digital Distraction to Profitable Pastime Everywhere we go these days, the ubiquitous nature of video games is hard to avoid. People are now playing them on their cell phones, home computers and even their computers at work, not to mention the many portable and home gaming systems that have completely shaken up the entertainment industry. If you think you’ve avoided the phenomenon completely, perhaps you should think back to the last time you played Solitaire on your PC. Video games are everywhere, and game industry experts David Edery and Ethan Mollick have dissected the phenomenon to reveal its potential to help those in the business world do their jobs better than ever before.

7 Tech Tips for Your Next Read Aloud Reading aloud to children is an essential part of the school day. Experiencing stories as a whole class or in a small group can help students learn essential reading skills. Educators who read aloud to children understand the importance of modeling thinking, providing opportunities to talk about books, and encouraging students to respond to reading with their own thoughts and opinions. gamedesignconcepts / FrontPage This site is only open for write access to those who were registered for the Summer 2009 course. If you want to create new sections of this wiki or use it for something new, feel free. What is linked to below is just, potentially, the beginning.

Trading Card Creator The Trading Card tool gives students an alternative way to demonstrate their literacy knowledge and skill when writing about popular culture texts or real world examples. This interactive allows students to create their own trading card about a real or fictional person, place, object, event, or abstract concept. These cards are can be used with any type of book students are reading or subjects that they are studying, and make for an excellent prewriting exercise for students who are writing narrative stories and need to consider characters, setting, and plot. Specific prompts guide student through the various types of cards, expanding students' thinking from the basic information and description of the topic to making personal connections to the subject. The save capability gives students a way to work on a draft of their card and come back to it to rework and revise as necessary, and to save their finished product to share with friends and family. back to top

My Cotton Picking Life - Game The News How long will you spend picking cotton in this exploration of child labor in Uzbekistan? This game comes originally from a news article on the Guardian website that reported on the scandal of cotton picking by kids in Uzbekistan that are used to make clothes, supplied to people in the west. This is about forced labor – the kids are taken out of school and forced to work: Uzbekistan, one of the world’s largest exporters of cotton, forces adults and children as young as nine to pick cotton under what the charity Anti-Slavery International describes as “appalling conditions”. The kids are given quotas per day to meet (up to 50kg) and if they don’t meet these can be punished. 5 Tools That Demystify Text Complexity Editor’s Note: Teaching Channel has partnered with Student Achievement Partners on a blog series about digital literacy tools and their effective use by educators. The Common Core State Standards emphasize the importance of students being exposed to and understanding texts of increasing complexity as they progress through grade levels. Often, though, it’s difficult to find an accurate way to measure texts. Lexile and readability scores use features like sentence length and word frequency that are not always accurate measures. For example, the classic novel The Grapes of Wrath by John Steinbeck is considered to be at a lexile level for a 3rd grader. As educators, we know to use our better judgement because the themes and topics are nowhere near appropriate for that grade level.

From Theory-Based Design to Validation and Back PGiC group will be participating at the Etmaal 2015 conference with a panel on Games for Social Change. The ETMAAL (24 Hours of Communication Sciences) is an annual conference organised under the patronage of NeFCA, the Netherlands Flanders Communication Association, which brings together communication scholars from Flanders, the Netherlands and beyond. The objective is to exchange research findings and discuss emerging topics.