Staff Picks: Sports Science
Staff Picks: Sports Science Staff Picks: Sports Science Collisions on Ice
PlayGen Blog
The overview of Gala Roadmap, for feedback – for the full details see Join the most awesome digital R&D studio working with games, gamification and simulations. We are looking for talented developers both Frontend and Backend to join us, working on some amazing projects & platforms. We’re building the next generation of games and gamification platforms together with some great organisations from around the world!
SimCityEDU: Using Games for Formative Assessment
Big Ideas Digital Tools Teaching Strategies SimCity As game-based learning gains momentum in education circles, teachers increasingly want substantive proof that games are helpful for learning. The game-makers at the non-profit GlassLab are hoping to do this with the popular video game SimCity. GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a downloadable game designed for sixth graders. Scheduled to be be released in the fall of 2013, it builds on SimCity’s city management theme, but provides specific challenges to players in the subject of STEM.
NASA eClips™
NASA eClips™ are short, relevant educational video segments. These videos inspire and engage students, helping them see real world connections. Full Site Located: Grades K‑5 The Our World program supplements existing elementary learning objectives not only in science, technology, engineering and mathematics, but also in reading, writing, and visual and performing arts.
What are your golden metrics?
Finding key metrics is like panning for gold (DeltaMike photo) Like most Internet-centric companies, we find ourselves engaged in an ongoing (never ending?) search for the core metrics that will truly matter for our business. In today’s digital world, we can record and report on just about every single bit that is flipped – but the deluge of data that ensues is rarely informative or directly actionable.
The Radix Endeavor
The Radix Endeavor is a multiplayer online game for STEM (science, technology, engineering, and math) learning in high school. The game is funded by the Gates Foundation, and under development at the MIT Education Arcade in collaboration with Filament Games. The initial phase will cover topics in biology, algebra, geometry, probability, and statistics, providing students with a collaborative, social experience in a systems-based game world where they can explore how the world works and discover important scientific concepts. Play The Radix Endeavor!
Moonbase Alpha on Steam
About This Game NASA has once again landed on the lunar surface with the goal of colonization, research, and further exploration. Shortly after the return to the Moon, NASA has established a small outpost on the south pole of the moon called Moonbase Alpha. Utilizing solar energy and regolith processing, the moonbase has become self-sufficient and plans for further expansion are underway. In Moonbase Alpha, you assume the exciting role of an astronaut working to further human expansion and research.
Big Brother
Years and years of it. We’ve helped leading global brands (like Starbucks, CBS, and Microsoft) build loyalty. Our team has been a leader in using game mechanics to build loyalty since 2009, and over the last few years, we’ve grown into one of the leading loyalty technology companies out there. We’ve served over 75 million users, and counting.
Research Meets Gamification With A Google A Day
As with any skill, research takes practice. The more students search, the better they will become at finding what they need online. I use A Google a Day to “gamify” research in my classroom. After I present tips for searching smarter, I want students to have ample opportunities to practice those tips and strategies.
Discover the world's most endangered species
Wildscreen's Arkive project was launched in 2003 and grew to become the world's biggest encyclopaedia of life on Earth. With the help of over 7,000 of the world’s best wildlife filmmakers and photographers, conservationists and scientists, Arkive.org featured multi-media fact-files for more than 16,000 endangered species. Freely accessible to everyone, over half a million people every month, from over 200 countries, used Arkive to learn and discover the wonders of the natural world.
The Evolution of Gamification in the Workplace
This post originally appeared on the American Express OPEN Forum, where Mashable regularly contributes articles about leveraging social media and technology in small business. Businesses struggle with the idea of playing games at work — the term conjures up the idea of having fun without a purpose. But the practical application of gamification is disrupting that assumption and slowly changing the way businesses learn. In a nutshell, gamification is the concept of applying engaging elements of game theory to non-game applications. An example would be to create a game to learn something new for work: While a lecture session could potentially turn off employees and prevent learning, a game that teaches the same skills could lead to an interested employee that is eager to learn. Companies need to embrace the idea of blending games with work.
History of Newton's Papers (1727-1872)
At his death on 20 March 1727,[1] Isaac Newton left papers relating to all areas of the intellectual pursuits he had followed since arriving at Trinity College, Cambridge, in the summer of 1661.[2] His friend, relative by marriage (to Newton's half-niece Catherine Barton) and successor at the Mint, John Conduitt, posted a bond for Newton's debts and claimed entitlement to this material, Newton having died intestate. As is evident from a number of manuscripts adorned with Conduitt's notes and corrections -- for example the manuscript of 'An historical account of two notable corruptions of Scripture in a Letter to a Friend' (now New College, Oxford, Ms. 361.4) -- he took a serious scholarly interest in the papers he had acquired, although this was also partly directed towards the possibility of their publication. Continue reading about the donation of Newton's scientific papers to Cambridge University in 1872 [12] S. Horsley, ed., Isaaci Newtoni Opera quæ exstant Omnia. [14] J.
The 12 Keys To Successful Gamification (Part 2)
by Carrie Peters on Feb 17, 2012 If you are building out a loyalty solution for your business gamification is already a part of your marketing in at least a small way. Take some time to go through these 12 keys and the results will follow. You may have caught my previous post where I talked about the first 6 keys to successful gamification:
2012 March 12 - The Scale of the Universe Interactive
Discover the cosmos! Each day a different image or photograph of our fascinating universe is featured, along with a brief explanation written by a professional astronomer. 2012 March 12 The Scale of the Universe - Interactive Flash Animation Credit & Copyright: Cary & Michael Huang Explanation: What does the universe look like on small scales?