ARLearn is a toolkit for mobile field trips and (serious) games. The ANDROID app is already for some weeks available via Google Play. It has been successfully piloted with cultural science students in Florence and an ARLearn security simulation has been organised with employees of UNHCR. ·
TaleBlazer is a new rich Internet application from MIT's STEP lab to author smartphone location-based augmented reality (AR) games. Announced during summer '11 and demo'ed for the first time at CSCL in Hong Kong, it will break new ground in location-based AR game building. Features will include:
Visual blocks-based scripting - prevents syntax errors, while enabling programming of rich interactivity.
Interactive data layers and sampling - create models for player exploration and discovery of thought provoking scientific topics.
Conditional dialog creator - interact with characters in new ways; no more single-track conversations
No local installation - the TaleBlazer Game Maker will be entirely web-based for easier implementation in schools and elsewhere
Save to cloud, download to smartphone - logon with your account, and have instant access to games from any computer attached to the Internet, then play from any iOS or Android smartphone with GPS. ·
SCVNGR is a game all about going places, doing challenges and earning points. The game is played from a custom app on iPhone and Android as well as via SMS. It is not a text message scavenger hunt. Instead of riddles to guide you to a place, SCVNGR concentrates on completing challenges at a particular location. ·
Electronic Games Take on Violence Against Women
PMC has partnered with the Emergent Media Center (EMC) at Champlain College in an exciting project aimed to engage, educate, and change attitudes of boys between the ages of 8 and 15 to help end violence against girls and women. With support from UNFPA, this mark’s PMC’s inaugural endeavor in adapting our expertise in the use of entertainment-education strategies for positive behavior change to the world of gaming.
Electronic games are experiential and immersive and increasingly popular, especially among adolescent boys. Games encourage change from within by presenting opportunities for the player to think critically about actions. Employing the world’s most popular sport, soccer (football), our game links the winning benefits of respect on the field to respectful behavior toward girls. ·
PlayReal is a massive multiplayer online and offline game (MMOOG). The first of its kind, and with just as unique a goal. To help create solutions for a sustainable planet.
How? By helping young gamers think in that direction while using their typical digital skills. And then translate that to the outside world. By doing so on a global scale we aim for the new generations to come up with new solutions. Both online and offline. ·
Calculation Nation® uses the power of the Web to let students challenge opponents from anywhere in the world. At the same time, students are able to challenge themselves by investigating significant mathematical content and practicing fundamental skills. The element of competition adds an extra layer of excitement.
“The games on Calculation Nation® provide an entertaining environment where students can explore rich mathematics,” said Jim Rubillo, Executive Director of the National Council of Teachers of Mathematics (NCTM). “Through these games, students are exposed to the same mathematical topics that they see in class as well as those that are recommended in Curriculum Focal Points.”
Calculation Nation® is part of the NCTM Illuminations project, which offers Standards-based resources that improve the teaching and learning of mathematics for all students. Its materials illuminate the vision for school mathematics set forth in NCTM’s Principles and Standards for School Mathematics and Curriculum Focal Points.
Illuminations is also part of Thinkfinity.org, a comprehensive educational website funded by the Verizon Foundation to provide free educational resources to parents, teachers, and students. Thinkfinity.org is the cornerstone of Verizon Foundation’s literacy, education and technology initiatives. The goal of Thinkfinity.org is to improve student achievement in traditional classroom settings and beyond by providing high-quality content and extensive professional development training.
The National Council of Teachers of Mathematics is a public voice of mathematics education, providing vision, leadership and professional development to support teachers in ensuring equitable mathematics learning of the highest quality for all students. ·
The defence secretary, Liam Fox, has launched a stinging attack on the forthcoming first-person shooter Medal of Honor, requesting that retailers refuse to stock the game. EA's relaunch of its hugely successful series is set amid the war in Afghanistan and the single-player campaign follows US troops as they seek to defeat the Taliban. However, the multiplayer online mode allows players to take part as terrorist operatives, gaining points for killing allied soldiers, and this is the element that Fox objects to. ·
Although there has been a considerable amount written on games and young people’s use of them, there has been little work done to establish an overall "ecology" of gaming, game design, and play—in the sense of how all of the various elements, from code to social practices to aesthetics, cohabit and populate the game world. In this volume, we seek to explore the design and behavior of games as systems in which young people participate, as gamers, producers, and learners. Purposefully broad, the volume is intended to complexify a debate around the value of games that has been to date, overly polemic and surprisingly shallow. While many credit game play with fostering new forms of social organization and new ways of thinking and interacting more work needs to be done to situate these forms of learning within a dynamic media ecology that has the participatory nature of gaming at its core. Chapters selected for inclusion collectively address several core themes, reflected in the online public dialogue series, Everywhere Now: Three Dialogues on Kids, Games, and Learning. One theme looks at the kinds of participatory practices games engender for youth, asking in what ways are we seeing youth empowered through their participation in the creation, uptake, and revision of games? A second theme focuses on emergent gaming literacies, or domains of media engagement produced by games and gaming attitudes. Modding and world-building, which form the basis for much of the play of MMOs and virtual worlds, for example, might be one such literacy, while learning how to navigate a complex system of out of game resources, from game guides, FAQs, walkthroughs, and forums, to P2P learning, might represent another. A third theme interrogates pathways and points of entry into gaming. How do games act as points of departure, for example, toward other forms of knowledge, literacy, and social organization? The Ecology of Games aims to bring a complex and informed awareness of the meaning, significance, and practicalities of games in young people’s lives. ·
The <e-Adventure> platform is a research project aiming to facilitate the integration of educational games and game-like simulations in educational processes in general and Virtual Learning Environments (VLE) in particular. It is being developed by the <e-UCM> e-learning research group at Universidad Complutense de Madrid, with three main objectives:
Reduction of the development costs for educational games
Incorporation of education-specific features in game development tools
Integration of the resulting games with existing courseware in Virtual Learning Environments
From this website we wish to promote the use of the tools developed as part of the <e-Adventure> project. The core of the <e-Adventure> project is the <e-Adventure> educational game engine, that runs games defined using the <e-Adventure> language. Authors can use the graphical editor to create the games or directly access the human-readable source documents that describe the adventures using XML markup. With <e-Adventure>, any person can write an educational point & click adventure game. ·
Create a game or other fun application in just a few clicks with Sharendipity's new free game creation tools! No programming required! Don't forget to share your creations with your friends! ·
Do you, 1UP reader and game-addiction candidate, spend more than two hours playing games a day? Well, sure -- maybe you do, but that doesn't necessarily make you an addict. ·
Build a virtual apartment and put it on your website. Work with friends to make a huge MMORPG. Share your puzzle game with friends. We have a vision: to let you build anything, and play everything, from anywhere. Eventually, anyway. We have to finish first. ·
The last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying technology enhanced learning resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project Learning patterns for the design and deployment of mathematical games aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem.
Our latest outcome is a draft pattern language, which addresses both the process of designing and deployning games for learning and the structure of such games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a 'way-in' to using the learning pattern language.
In this talk we review the theoretical foundations of our work, demonstrate the language by following one of the 'trails' through it, and illustrate how this language could be used in a participatory design methodology. We also direct participants to our on-line interactive tools, which allow them to engage with our work beyound the scope of the talk. ·
Geelix HUD provides in-game features such as chat, desktop sharing, high definition video recording, and in-game video browsing.
The Gellix site allows players to share gameplay captures. This link goes to the SL section. ·
D. Stanton, C. O’Malley, K. Ng, M. Fraser, and S. Benford. Designing for change in networked learning environments: proceedings of the International Conference on Computer Support for Collaborative Learning 2003, page 293 – 302. (2003)