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Minecraft: Education Edition is an open world game that promotes learning. We’ve compiled key resources to make your on-ramp as smooth as possible.
Students at Newlands Intermediate in Wellington were quick to embrace the indigenous language adaptation.
The esports industry is still young, but it is booming--and growth is expected to skyrocket. Learn about 5 new developments in the esports industry.
A New Zealand university is committing $4.5 million alongside $3.2 million in government funding to research immersive gaming. The University of Canterbury in Christchurch is using the money to assemble an international team of academic experts for its new Applied Immersive Gaming Initiative.
A new proof with important implications for game theory shows that no algorithm can possibly determine the winner.
Change The Game is Google Play’s initiative to build a diverse future in mobile gaming. To empower the next generation of game makers, we invite teens to tap into their imagination and share their own game idea to the Change The Game Design Challenge. Winners will have their game ideas built and launched on Google Play, receive scholarship money and more.
A Texas A&M study shows that a video game developed by students and faculty helps improve outcomes for students studying calculus.
Via EDTECH@UTRGV
At GDC 2019 later this month, Valve’s Principal Experimental Psychologist, Mike Ambinder will present the latest research pertaining to brain-computer interfaces—using signals from the brain as computer input. Ambinder says that BCI is still “speculative technology,” but could play an important role in the way players interact with the games of the future. As time moves forward, the means by which users interact with computers have becoming increasingly natural. First was the punch card, then the command line, the mouse… and now we’ve got touchscreens, voice assistants, and VR/AR headsets which read the precise position of our head and hands for natural interactions with the virtual world.
"Two decades in, and it’s abundantly clear that one of the most effective ways to nurture the 21st century’s trademark skills—creativity, critical thinking, communication, collaboration—is by creating opportunities for kids to do what kids do naturally: play. So we’ve crafted this educators’ guide to game-based learning, packed with resources for gaming gurus and greenhorns alike."
Jim Lerman's insight: A sizable, and growing, collection of resources on game-based learning for educators. Resources are grouped into 3 sections: The Big Picture, Gaming in the Classroom, and Teaching with Minecraft. Don't miss the beginner's Minecraft video tutorial.
Via Jim Lerman
A young, autistic game developer has showcased his innovative new project at Australia's largest gaming convention, as part of an exhibit putting diversity centre-stage. Inspired by his experiences living with autism, Bradley Hennessey's experimental game, An Aspie Life allows players to experience life with Asperger's. In addition to entertainment, Mr Hennessey said the power of video games to enhance empathy with others is undervalued.
Ken Wong reckons games can take you on the same emotional journey as a book or a film — and can even make you cry.
Now that esports is in high schools across the country, your teen gamer can justify gaming as “training” -- and maybe even win a college scholarship. Advice from Common Sense Media editors.
This OECD Learning Framework 2030 offers a vision and some underpinning principles for the future of education systems. It is about orientation, not prescription. The learning framework has been co-created for the OECD Education 2030 project by government representatives and a growing community of partners, including thought leaders, experts, school networks, school leaders, teachers, students and youth groups, parents, universities, local organisations and social partners. This is work in progress and we invite you to join us in developing future-ready education for all.
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Mini Melbourne is a world-first resource brought to life for the Metro Tunnel Education Program. In partnership with the Victorian Department of Education and Training, we have created 600,000m2 of Melbourne’s city centre in Minecraft. The Minecraft: Education Edition (Minecraft: EE) versions of Mini Melbourne support a range of classroom activities. Within this amazing virtual world, school students can explore the sights and landmarks of Melbourne and uncover our city's history. We're delighted to share Mini Melbourne with the public. Any Minecraft user can download Mini Melbourne for free from the Department of Education's Fuse site and start exploring.
Education in Games Summit 2019 is a great opportunity to build innovative teaching and learning to your primary and secondary students
With 25 years gaming experience, and nearly 15 years of well-being and teaching experience, my skillset is primed to tackle this issue by using my Intelligent Gaming Strategies to help gamers enjoy their games without it being the number 1 priority in their lives. I still enjoy playing video games a lot, but it’s part of a variety of engaging things that I do to be happy.
This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals ab
One of the most effective ways to nurture the 21st century’s trademark skills is by creating opportunities for kids to do what kids do naturally: play
The International Council for Open and Distance Education (ICDE) recently published the first public document to provide practical advice to institutions considering the issuance of alternative digital credentials (ADCs).
Education was a bit of a struggle for me. This experience may have also precipitated a fourteen-year war with my kids’ educators. I’m pretty sure that parties were thrown each time one of my kids matriculated out of a school. The reason for my war boils down to my belief that the education system is fundamentally broken for students, yet remarkably adept at creating a workforce. For the 1980s, that is. Today’s workforce has to be able to work digitally. And I think videogames are a key component of preparing kids for that.
Even today, people are still debating whether playing computer games professionally should be considered a sport or not.
The truth is - it doesn't matter. According to the World Economic Forum, the global audience for eSports sits around 300 million fans. That's now officially enough people to render the question irrelevant. For all intents and purposes, eSports seems to be here to stay, attracting an ever-increasing number of players, viewers, advertisers, and support.
In fact, eSports has grown in popularity so much that it's prize pool has now surpassed that of many popular sports. According to Business Insider, the US Open (2017, tennis) had the largest prize pool of all sports, at around 50 million US dollars. In second place, sits "The International 2017," an eSports tournament for the popular game Dota 2. The prize? 24.7 million US dollars. That's more than the Indy 500 (13.1 million) or the Stanley Cup (7 million).
The UCI professor of informatics and president of the Higher Education Video Game Alliance gave an overview of research findings from studies conducted over the past decade. Among the results: Video gaming has significant positive effects on reading, reasoning skills and mathematics achievement. Games align well with STEM (science, technology, engineering and mathematics). For example, one study showed improvement in STEM performance of more than a grade of difference when using games to learn instead of textbooks. Video gaming results in 20% higher self-efficacy, 11% higher declarative knowledge, 14% higher procedural knowledge and 9% better retention. Video games have a positive impact in areas like perception and attention, systemic thinking, ethical reasoning, collaborative problem solving and computer and technology fluency.
A group of Grade 9 students in Texas who substantially outperformed their district on a statewide standardized test all had one surprising thing in common: they all were members of the school’s Dungeons & Dragons club. A coincidence? Otherwise, how does a fantasy role-playing game produce improved test scores? The obvious explanation is that the club draws the bright kids who are already academically inclined. But many of the kids in the club at the Title I school had histories of struggling with academics.
Abstracts due by Thursday October 18th, 2018 Computer, video, mobile and digital games are fundamentally geographical: They are sites of social relation, spaces of exploration and agency, cultural and political representations of places, affective experiences and are developed through globalised and globalising technologies and networks. This session welcomes geographers, digital scholars, creative practitioners, and others who are approaching games as spatial phenomena. Though games have been used as geographical field sites and case studies for some time, this session will provide an opportunity to bring together diverse empirical and theoretical responses to games and to focus on the specific geographies and spatialities of games.
Video games are to be introduced into UK schools as they can help reduce violence in young people, researchers have found.
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