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Education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf

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Radical new economic system will emerge from collapse of capitalism | Guardian Sustainable Business At the very moment of its ultimate triumph, capitalism will experience the most exquisite of deaths. This is the belief of political adviser and author Jeremy Rifkin, who argues the current economic system has become so successful at lowering the costs of production that it has created the very conditions for the destruction of the traditional vertically integrated corporation. Rifkin, who has advised the European Commission, the European Parliament and heads of state, including German chancellor Angela Merkel, says: No one in their wildest imagination, including economists and business people, ever imagined the possibility of a technology revolution so extreme in its productivity that it could actually reduce marginal costs to near zero, making products nearly free, abundant and absolutely no longer subject to market forces. With many manufacturing companies surviving only on razor thin margins, they will buckle under competition from small operators with virtually no fixed costs.

Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay by Hans Christian Arnseth Introduction The proliferation of networked computers, gaming consoles such as the Sony PlayStation, Microsoft Xbox and Nintendo Gamecube and handheld devices such as the Nintendo DS and Sony PSP, have made computer gaming part of mainstream culture. This has also resulted in a renewed interest in this topic among educational researchers. The rise in the popularity of computer games and developments in information and computer technologies more generally have resulted in a renewed awareness of the potentials of simulations and games among researchers interested in learning and cognition. It is the interactive and multimodal features of computer games that have been proposed as being particularly powerful in regard to learning. The fact that children, adolescents and adults learn important lessons about themselves and their surroundings by engaging in game-like activities is uncontroversial. Learning to Play or Playing to Learn Playing to Learn Learning to Play

Prizewinning Educational Games from the Nobel Foundation Marie Curie, Martin Luther King Jr, Albert Einstein, Sir Alexander Fleming, Mother Teresa; all of these amazing individuals have one thing in common – winning the Nobel Prize. The Nobel Prize is one of the most highly regarded awards given to people working in the fields of literature, medicine, physics, chemistry, peace, and economics. But the Nobel Foundation is more than just an award giving Foundation, and has branched out into creating educational content related to the hard work done by Nobel Prize winners. Not only does their website contain video clips, documentaries, literature and history related to the winners, but it has over 29 interactive educational games for students to learn about key scientific, economic, literature and peace concepts. Peace Prize Games The Nobel Foundation has four compelling Peace Prize games that touch on important political and human rights issues such as nuclear weapons, prisoners of war, conflicts and democracies. Science Games Literature Games

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. 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. Education Gamification Example #1 – DuoLingo:Learn a language while translating the Web Each student gets an avatar which can be visibly displayed in ClassDojo.

Ian Livingstone applies to create 'gaming' school 9 October 2014Last updated at 10:20 ET By Dave Lee Technology reporter, BBC News Ian Livingstone is known to some as "father" of Tomb Raider Lara Croft British games industry veteran Ian Livingstone has formally applied to launch a free school with lessons built using video gaming. Mr Livingstone told the BBC he wanted to use games-based learning rather than relying on "relentless testing". "I'm passionate about children who have been born into the internet. The school, which could open in 2016, would be based in Hammersmith, west London. The application to the Department for Education, submitted this week, was backed by Mr Livingstone's several trustees including Barnaby Lenon, former headmaster at Harrow, and Marion Gibbs, head teacher at James Allen School for Girls in East Dulwich. Also on the board is David Cramer, who owns international rights for the Rubik's Cube. "The application process is very competitive and all proposals are rigorously assessed before they are approved."

Video Games in Education Video Games in Education Educational video games are sometimes referred to as ‘edutainment’ in the industry. Experts believe that these games make learning fun by using entertainment as an educational tool. These games take a specific type of learning or topic and build a game around that topic. Children’s educational games differ from adult games of the same type because they’re typically more basic and cover fewer concepts. There are different types of games available: those that are played online, those on a computer, and those on a handheld device. More and more educational video games are now appearing on the computer and Internet. Teachers and parents are now learning the benefits available to students who use video games. In the classroom, these games can be used to make learning more fun. Find out more information on educational video games at: The Education Arcade America’s Army Food Force Whyville Urban Jungle G Compris Gizmos & Gadgets Jump Start Reader Rabbit Big Brain Academy EcoQuest

All Fun & Games? Understanding Learner Outcomes Through Educational Games Over the past several years, there has been tremendous interest among educators in the use of digital games as serious learning. Advocates of game-based learning for K-12 students cite the value of digital games to teach and reinforce skills that prepare students for college and career, such as collaboration, problem solving, creativity, and communication. Not as often discussed is our ability to use students' in-game actions as evidence for the assessment of skills and knowledge, including those not easily measured by traditional multiple-choice tests. The Potential of Games as Invisible Assessments Traditional assessment methods often require teachers to interrupt classroom learning and administer tests. In contrast, invisible assessments make use of technology to record information about the ways students interact with learning material in a seamless manner, without interruption. Game or Gamification? A Look Toward the Future

How to Plan Instruction Using the Video Game Model Imagine you are placed in the following scenarios: You are dropped off at the top of a ski resort's steepest run when you've only had experience on the beginner slopes. You have to spend your day on the bunny hill when you're an expert skier. You play a game of darts with the target two feet away. In each of these extremes, you would feel either frustrated or bored, depending on your level of achievable challenge. Challenge is a powerful motivator when students take on tasks they find meaningful and, through their efforts and perseverance, succeed. Achievable Challenge Requires Individualization As I wrote in my previous blog, A Neurologist Makes the Case for the Video Game Model as a Learning Tool blog and the accompanying video, the most popular computer games take players through increasingly challenging levels as they became more and more skillful. The video game model is ideal for kids lacking in foundational knowledge, but it is not necessary for all kids at all times.

A Neurologist Makes the Case for the Video Game Model as a Learning Tool The popularity of video games is not the enemy of education, but rather a model for best teaching strategies. Games insert players at their achievable challenge level and reward player effort and practice with acknowledgement of incremental goal progress, not just final product. The fuel for this process is the pleasure experience related to the release of dopamine. Dopamine Motivation The human brain, much like that of most mammals, has hardwired physiological responses that had survival value at some point in evolutionary progression. Dopamine is a neurotransmitter that, when released in higher than usual amounts, goes beyond the synapse and flows to other regions of the brain producing a powerful pleasure response. No Pain, No Gain The survival benefit of the dopamine-reward system is building skills and adaptive responses. Awareness of Incremental Goal Progress Individualized Achievable Challenge Game Entry Point is a Perfect Fit Through Pre-assessment and Feedback

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