Video Games in the Classroom?
A good, intelligent discussion of the (potential) use of games in education. The participants avoid stepping on cliches and approach the topic with sound fundamentals. Many useful nuggets. Like this: "Games can teach facts well and certainly could be used for this without much change in schools. But the real potential of games is to get people to think, value, and act in new ways. A game like Civilization can get the player to see that history could have happened in different ways..." Some of the questions show that people still don't get it, though. More...
Educators Turn to Games for Help
Educators Turn to Games for Help
Wired News taps into the future of learning as it described and links to a number of initiatives using games in learning. Of note: according to the article, "The developers behind popular commercial game Neverwinter Nights made their design tools available to anyone." Also, worthy of mention is this contrast between game design and learning design, which I talked about last week. More...
Learning with Role-Playing Games
Learning with Role-Playing Games
Good analysis of RPGs (Role Playing Games) and their role in learning. The article begins with some taxonomies of RPGs from John H. Kim and Levi Kornelsen, then offers summaries of more than a half dozen accounts of the use of RPGs in learning. More...
Journal articles and reports on serious games
By . Originally created by Natasha Boskic
Branston, C. (2006). From game studies to bibliographic gaming: Libraries tap into the video game culture. Bulletin of the American Society for Information Science & Technology, 32(4), 24-29.
Bandura, A. (2002). Selective moral disengagement in the exercise of moral agency. Journal of Moral Education, 31 (2), 101-119.
Baudrillard, J. (1988). Simulacra and simulations. In M. Poster (Ed.), Selected writings (pp.166-184). Stanford; Stanford University Press. More...
8 Common Misconceptions About Serious Games In eLearning
Techno-News Blog. Serious games are one of the latest trends in eLearning. Especially in the corporate sector, organizations are using them to motivate distracted and stressed staff members. More...
Inside the Epic Online Space Battle That Cost Gamers $300,000
Inside the Epic Online Space Battle That Cost Gamers $300,000
Bo Moore, Wired, February 13, 2014
The gaming world is still abuzz about a massive battle that took place in Eve, an online multiplayer roleplaying game (MMORPG). To put this into perspective, the battle was between two coalitions of forces and involved thousands of individual players. Because in-game assets can be bought and sold, it is possible to attach a price to the battle as well: $300,000. More...
At E3, video gaming's bigots have lost
At E3, video gaming's bigots have lost
Dave Lee, BBC News, 2018/06/22
This is how an institution gets better. Four years ago, Gamergate ricked the gaming industry. It was a harassment campaign intended to drive women out of gaming. It failed. "What were once referred to as the 'thinly-veiled' elements of Gamergate are now fully visible. But it no longer matters. More...
Gamifying reality: How AR and VR will combine to transform experience
Techno-News Blog. New and exciting realities are now just a few screens away. The wildest dreams of fiction writers are slowly seeping their way into our current day and age. Many people are familiar with virtual reality. You put on some kind of headset and you’re whisked into an all-encompassing world of sound and sight. More...
Les IFSI de la région vont tester un parcours de formation complet par serious games
Les Instituts de Formation en Soins Infirmiers (IFSI) de Nouvelle-Aquitaine vont tester l'utilisation de serious games dans le cadre d’un parcours de formation complet par serious games qui sera co-construit par l’entreprise Interaction HealthCare (Bordeaux) et les IFSI de la région. Plus...
How serious should we be about serious games in online learning?
By . Serious games are games designed for a purpose beyond pure entertainment. They use the motivation levers of game design – such as competition, curiosity, collaboration, individual challenge – and game media, including board games through physical representation or video games, through avatars and 3D immersion, to enhance the motivation of participants to engage in complex or boring tasks. Serious games are therefore used in a variety of professional situations such as education, training, assessment, recruitment, knowledge management, innovation and scientific research. More...