Gamestorming – A toolkit for innovators, rule-breakers and changemakers. How NASA Plans to Make Astrophysics Fun With an Ambitious Social Game. Imagine if government agencies made social games.
Who wouldn't enjoy the Federal Reserve's Asset-Backed SecuritiesVille, or the Census Bureau's World of FormCraft? Maybe not. But what about NASA? After all, exploring space is a staple motif of the video game pantheon. NASA's educational efforts have blossomed in the digital age. SEE ALSO: 4 Excellent Indie Games With Real Educational Value That's easier said than done. Private Development and Crowdfunding "NASA could have spent a million dollars [to make a game] a year or two ago, and you may not have seen anything that you wanted to play," Khaled Shariff, the CEO of Project Whitecard, tells Mashable.
The project, currently titled Astronaut: Moon, Mars and Beyond, has kicked off an initial round of crowdsourced funding, and thanks to a bit of social media buzz, has exceeded its initial goal of $25,000 in just two weeks. The Crucial Balance: Fun vs. The average Millennial knows a lot about American pioneer life in the 1840s. App tackles teenage mental health via gaming. Another world: the ReachOut app is anchored in a grey world and players develop positive-thinking strategies to move to a better place.
Photo: Supplied The mid-teenage years can be fraught for Australian students, involving a sometimes troubling combination of increasing academic pressure and challenges to concepts of personal identity. In a new attempt to provide support and assistance for Year 9 and 10 students experiencing emotional difficulties, Sydney-based e-mental health company ReachOut has developed an app that aims to combine the principles of positive psychology with the near-universal teenage interest in gaming.
The app, called ReachOut Orb, takes players to an interactive world that was once colourful and happy but is now dull and grey. The cause of the world's monochromatic misery is a bad guy called The Glitch. Players develop an avatar who undertakes a series of challenges. "Our approach was that we needed to engage with the evidence," said Nicholas.
Top 10 Education Gamification Examples that will Change our Future. New to Gamification?
Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification. I believe that humans have an innate Desire to learn. However, much of the school system these days “gets in the way of our education If you ask children, “What is work?” Clearly there should be a way to help kids learn from what they do best – play. No longer viewed as a mundane process for presenting information while testing for retention and understanding, the modern educational challenge involves tasks of engaging students, stimulating their interests, retaining their attention, and maintaining a positive attitude in a nurturing environment Key to these goals is the effort to maintain a rich communications environment that encourages feedback and reinforcement, not only between the instructor/teacher and students, but also between the students themselves.
What about you? Gamification in Education: Top 10 Gamification Case Studies that will Change our Future. New to Gamification?
Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification. I believe that humans have an innate Desire to learn. However, much of the school system these days “gets in the way of our education.” If you ask children, “What is work?” Clearly there should be a way to help kids learn from what they do best – play. No longer viewed as a mundane process for presenting information while testing for retention and understanding, the modern educational challenge involves tasks of engaging students, stimulating their interests, retaining their attention, and maintaining a positive attitude in a nurturing environment.
Key to these goals is the effort to maintain a rich communications environment that encourages feedback and reinforcement, not only between the instructor/teacher and students, but also between the students themselves. Classroom Management: Using Gaming Elements. Gamification is a term you may have heard in passing, but probably like most of us, are unsure what exactly it means.
Simply put, gamification involves using the principles of classroom games to motivate and engage students. We all know that children love video games, and we can see that these game designers really know how to hook our children. So, why wouldn’t we be interested in incorporating some of the bells and whistles that designers use as part of our own classroom games and classroom management tactics? If you think about it, we as adults use one of the elements in gamification probably every day that we go to a store and use our rewards card.
What makes you keep going back and getting your coffee card punched? Here are a few of the secret ingredients of a great educator, which will... Use these Halloween creative writing prompts for a quick Halloween activity or... 5 traits... 5 fun Halloween classroom activities to try this October. Gamification Wiki. GlassLab Games. Game-based blended learning & classroom response system. Definition deterding. Gamify It.