"And what they didn’t." - #SimCity
Rescooped by Peter Mellow from Gamification, education and our children |
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eParenting and Parenting in the 21st Century
eParenting used to mean keeping your kids safe on the Internet, however now it has a wider scope including parenting with the use of technology, and distance parenting. Curated by Peter Mellow |
Rescooped by Peter Mellow from Gamification, education and our children |
Rescooped by Peter Mellow from Games, gaming and gamification in Education |
How online games can prepare students for the global knowledge economy.
This article by Honor Moorman (2013) supported my thinking that gaming plays a significant role in the learning of our children and youth (despite a general lack of promotion in the majority of schools). The serious game genre allows participants to create, problems solve, analyse and make decisions, thus utilising complex-thinking skills. Further, gaming online allows them to do this in a collaborative way often through the need for team work. In my opinion (not as a participant of games but rather an observer of gamers) this type of learning experience provides opportunity for the development of 21st Century personal attributes that will aid young people in transitioning into the workforce.
Many serious game-based applications lend themselves to the study and solving of global issues in a non-threatening context. As the learning is engaging and interactive it is powerful and hopefully transferable. If we could harness students’ enjoyment of gaming for educational activities we could better cater for our reluctant students whilst providing differentiation. For example, students may achieve the same educational outcome (to different degrees) via diverse pathways and from different perspectives. Constructive and connective learning is the premise for these online games – the more you play and collaborate with others the greater your learning. Past experience and concept formation enhances each subsequent game play.
Moorman has included many links to games based on global issues in this article. Through a quick tour of the recommended links it is obvious the game activities allow for transformational learning. The game platform means students can learn about global issues and problem solve usually through simulation, this is technology allowing for redefinition of tasks – SAMR framework). In fact some of the games look interesting enough that I may even be enticed to play them!
A new appreciation of the significance of game play will impact on my unit design in that at the planning stage I will try to locate suitable games appropriate to the desired learning outcomes (knowledge and skills). For example, in a unit of work on natural disasters (upper primary) the game Stop Disasters would be great for understanding infrastructure planning to prevent loss of life. Against All Odds is a game that could readily support a Year 7 unit of work based on the novel “Boy Overboard” (Gleitzman 2002), in which students examine the topic of asylum seekers from both perspectives.
Rescooped by Peter Mellow from Learning and Teaching in an Online Environment |
Paper argues that mobile game’s addictive appeal could be harnessed to improve course retention
Rescooped by Peter Mellow from Gamification, education and our children |
Here’s an idea for improving the health of our children: let them play more videogames.Obesity has numerous health risks and it is most frightening in children as early learned behaviours will last throughout…...
Rescooped by Peter Mellow from Gamification, education and our children |
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Rescooped by Peter Mellow from Gamification, education and our children |
Thanks to Kim Flintoff for this great link.
Rescooped by Peter Mellow from Gamification, education and our children |
It all started with the Wii Fit. It took a surprisingly long time for publishers to realise that the applications for motion gaming went beyond merely entertaining younger audiences. The average Australian gamer is now 32, according to Bond University, and looking for ways to expand their experiences beyond shooting the latest type of generic antagonist.
Rescooped by Peter Mellow from Innovations in e-Learning |
WeMuv is an online community for kids where members use a pedometer to measure their physical activity, then compete, play games and interact online. Designed for schools, teachers can create teams for fun competition and fundraising!