
Your IF Competition Voting Page 1st place Andromeda Apocalypse Marco Innocenti Floating in space on a strange vessel, sole survivor of a world... and maybe of the entire human race, Ektor Mastiff must find a way through the cosmos, on a voyage that can change the history of mankind forever. Play, download, or learn more about this game on the IFDB 5th place Sunday Afternoon 7th place Shuffling Around Much more magical than plain old putzing around. 8th place (tie) Body Bargain A Tale of Transhumanism A Killer Headache A Distasteful Situation 10th place In a Manor of Speaking Hulk Handsome In a Manor of Speaking is a punny adventure set in the surreal world of Calembour. Journey through the bizarre Outlands, the bustling streets of Rudeville, and eventually find your way to the Manor itself as you save the land using the power of words! Play, download, or learn more about this game on the IFDB Porpentine mysterious game...hyperlink powered, yes, but what ethos does it promote? two significant endings 12th place Ethan Rupp and Joshua Rupp
Reinventing School. You co-design it, We make it possible - Re-imagine, Reinvent, Rethink, Empathy, Education 3.0, Transform, Revolution, Collaboration, Design Thinking Challenge, 21st Century Skills, Project New NASA app brings spacecraft to life in 3D NASA is no stranger to 3D. It has done some impressive CGI trips into galaxies and nebulae, and of course it has offered some stunning 3D images from the Mars spacecraft. NASA has just released a free iPad and iPhone app called Spacecraft 3D. Here's how it works. You launch the app and then print out a target that you put on your desk or a table. The target allows the app to construct a spacecraft that you can see in three dimensions as your walk around it or change your elevation. "Let's say you want to get an idea what our Curiosity Mars rover is all about," said Kevin Hussey, manager of visualization technology at JPL. "In the near future, we will incorporate the Cassini spacecraft, which is orbiting Saturn, the Dawn spacecraft, which is deep in the heart of the asteroid belt, and the Voyagers, which are right now at the very edge of our solar system," said Hussey. The app works as advertised.
How Web-Savvy Edupunks Are Transforming American Higher Education Minecraft PE Okay, so I have a confession to make. I have never seen Minecraft before (I've heard about it, but I must have been stuck under a rock for the past 10 years because I have never looked into it until today). Wow, I feel so relieved to get that off my chest. So in researching about the game I came across Jacob (a six year old playing the game) and his parents taped him playing Minecraft: One of the conversations I have been having with other math instructors is the "need" for algebra for students who are not focusing in a profession that is math heavy. If you think about it, we don't force scale memorization or interval practice for all students, since they will be listening to music throughout their life. Do we need to force content on those that don't need to have it? However, if that is the learning outcome, there is nothing worse than algebra to help students achieve the transfer of deductive problem solving.
DIY, says 'edupunk' star. Distortion and sell-out, say critics In 2008, a diverse group of people working in and around higher education decided they were - in the words of the film Network - "mad as hell, and not going to take it any more". The cause: the omnipresence of "cookie-cutter" content management systems for teaching such as Blackboard and the focus on new technology as a force for change, rather than on the potential of the community around that technology. The result: edupunk. The term was coined by Jim Groom, instructional technology specialist in the arts and humanities at the University of Mary Washington in Virginia, and it was quickly adopted by a group of academics, mainly in the US and Canada, who wanted students to create their education rather than merely consume it. On his blog, Groom has described the importance of the work of edupunks, who he says are working in opposition to "the decline of higher ed into a series of feeding lots for the private sector job market". That's not punk, that's ridiculous What about the revolution?
Rewarding the Brain through Purposeful Design: Reflections on Week 2 of the Games Based Learning MOOC | Remixing College English For me, the standout resource from the second week of the Games Based Learning MOOC was Tom Chatfield’s TED Talk “7 Ways Games Reward the Brain.” Chatfield’s seven aspects of gaming align with many of the same aspects of gaming that were addressed during our discussion of fun, flow, and fiero during the first week, and I think that a consideration of his arguments regarding not only how but why games are so rewarding will help shed even more light on the issues I addressed in my last post regarding how games-based learning continues to trump classroom-based learning, despite how (poorly) gamified school already is (see my post on bad game design for a more thorough discussion of this). The Relationship between decisions and experience Chatfield’s first reward is experience bars measuring progress. This is where classroom design often falls horribly short. Tension Ideally, a game should be tense all the way through, but especially so at the end. Effort determines destiny Timely connections
DIY U vs. EEBLE ARG Walkthrough - North American Simulation and Gaming Association At the opening keynote of NASAGA 2012: Boldly Launching into 50 More Years of Games-Based Learning, Greg Koeser, Chris Saeger, Scott Nicholson and myself led an alternate reality game (ARG) which flipped the keynote from a sit-and-listen experience into a shared experience which had new and established NASAGAns interacting with each other from the first. This activity, however, was the culminating experience of a longer game that was played by NASAGA neophytes before the conference started. The game not only allowed the new NASAGAns to make connections with each other and feel welcomed to NASAGA, it also helped them get a feel for what NASAGA is, and isn't! In order to allow everyone to experience the entirety of the game, we have put together the following walkthrough. October 8th, 2012: Hello there, Player! *Spoilers* The answers to the 4 puzzles can be found by highlighting the blank spaces below: Blue Team: Push your own consulting and books Red Team: Focus on goals instead of processes
Building the E-University: Transforming Athabasca University At Athabasca University Dietmar Kennepohl is Associate Vice President Academic and Professor of Chemistry, Cindy Ives is Director of the Centre for Learning Design and Development, Brian Stewart is Vice President Information Technology and CIO, and Rory McGreal is Professor, Centre for Distance Education and UNESCO/COL Chair in Open Educational Resources. Key Takeaways Reinventing itself as an online university required that Athabasca University go beyond technological integration to make sweeping changes to its culture, skill sets, and processes. Athabasca University (AU) is reinventing itself as a 21st century e-university. The sheer size, complexity, and deep institutional implications of this undertaking — coupled with the short time frame (24 months) — represented an unprecedented challenge for AU. Background: Preparing for Change As an open and distance learning university, AU has no prerequisites for most entry-level courses. AU Special Projects EduSource Digital Reading Room Endnotes
ARIS - Mobile Learning Experiences - Creating educational games on the iPhone Center4Edupunx