Me Tycoon Me Tycoon is a casual, simulation game that offers young people a way to find out more about resources and opportunities about future careers. Young people often lack the resources, help or opportunities to think about their career. Being able to find out about different types of work, get to grips with transferable skills, or discover the changing nature of the jobs market usually doesn’t happen until well after leaving school. We set out to create a captivating and satisfying online experience that would encourage young teenagers to proactively explore career opportunities; combining videos of real people doing real jobs within a game world based on skills, activities and money to determine happiness. We built an online social game that encourages players to explore and develop their virtual life, and compete with others to rise to the top. Players have the ability to choose between studying, taking up hobbies and choosing from a wide range of career paths. {*style:<b>Funder: </b>*}Nesta
Mission Oceans LearningApps - interactive and multimedia learning blocks Guess My Race Guess My Race is a quiz game that was designed to get people thinking in new ways, allowing them to think more critically about the extremely complex issues of race, diversity, ethnicity, religion, nationality, class, and culture. The Guess My Race app takes the form of a “quiz” in which you will see stunning photographs of real people and you must try to guess how these people answered the question “What race are you?” After each guess, you will find out how the person really defines him or herself, along with a quote from that person regarding their identity or their experiences with race. Then you will be shown a thought provoking historical or cultural fact directly related to identity issues. Funders:Dr. Price:Free Awards:Games for Change Festival 2011 Learning and Education Award Nominee Contact:info@cambridgediversity.com Screenshot: Review the Game
Build-A-Body Overview Learn about the body's systems with this drag and drop game. Choose organs from the organ tray, and place them in their correct position within the body to create organ systems. Build-A-Body is a drag and drop game where players are tasked with assembling an organ system from a set of organs. Players may then attempt case studies where a functional problem with a system must be linked to the organ affected. How to play Build-a-Body Choose organs from the organ tray, drag and drop them in their correct position within the body to build each system. Teaching with Build-a-Body Build-a-body is an awesome tool to introduce and teach concepts of human anatomy and human physiology. Early Childhood Education with Build-a-Body Where does my food go?
The Remarkable Benefits of Using Gamification in eLearning It’s time to get serious about playing because when it comes to eLearning, gamification isn't just for fun. While it’s commonly assumed that gamifying your eLearning courses is merely a pleasant distraction or attention grabber, it is far more useful tool than people tend to give it credit for. According to educational video game designer Marc Prensky “students now learn differently than students did even a generation ago” and "you can't hold people's attention the way you used to.” And because of this attention problem, games are becoming more important than ever in making effective eLearning courses for the actual and coming generations. As gamification makes seemingly mundane tasks fun, using it appropriately can boost participation rates in eLearning courses, increase employee motivation and even improve retention. 1) Gamification Turns Fear into Fun Work is pretty much the antonym of fun as far as most people are concerned, and work-related training is no exception to this. 1. 2.
Sweatshop Through a series of thirty challenging levels players must balance the unreasonable demands of Boss, the temperamental factory owner and Boy, a gentle, hard-working child labourer. Together, the team must work to make the factory a roaring success supplying clothes to their ever-demanding retail clients. The game presents a series of moral dilemmas to the player, who must juggle the needs of clients with the welfare of workers. Should you hire a fire officer to prevent the risk of workers dying horribly in an industrial blaze or pack them in to get the job done? Should you train workers to make them more efficient and satisfied or fire them when they lose a limb in an industrial accident? As the player journeys through the game, the story of the characters evolve and the sweatshop grows, moving into ever new larger premises with all the complications of management this entails. Funder: Channel 4 Education Price: Free Press: Rock, Paper, Shotgun Hidden Exit Indie Games Ichiban Contact: Trailer:
3 Steps to Creating an Awesome Virtual Museum in Class You're spending an afternoon browsing the exhibits at an art museum. If you're anything like me, you'd probably appreciate the art a lot more if you could bring someone along that could explain the history and nuances of the pieces on display. Now imagine pointing a device at the painting and seeing it morph into a dynamic video giving you all the information you wanted about the art. Welcome to augmented reality. Virtual reality replaces the real world with an artificial, digital environment. The Virtual Museum I've worked with teachers at several schools to created virtual museums - student created exhibits that use augmented reality to display student videos when a device is pointed at an exhibit. We used a popular augmented reality app called Aurasma. Visitors were sent an email asking them to download the free Aurasma app and bring their device. We talk about the importance of "depth" in education. I'm sure you'll come up with lots of ideas of your own. A. Media: Create video. B.
The Ultimate Guide to Gamifying Your Classroom No one wants to been seen as the stuffy teacher stuck in the past who lectures from the front of the classroom and doesn’t seem to care about student engagement. Students today are tech savvy and have wandering minds. They are able to process information coming at them from several channels at a time—walking, talking, and texting. Changing up how you deliver classroom content can keep kids’ attention, draw on their strengths, engage them as lifelong learners, and be amazingly fun. Image via Pixabay and StartUpStockPhotos What is Gamification in the Classroom? Gamification is the process by which teachers use video game design principals in learning environments. When gamifying a classroom there are several things you’ll need to consider. History of Gaming in the Classroom Ready for a little throwback? Other educational games that lead the way toward brining video game design into the classroom include, Where in the World Is Carmen Sandiego? Components of Gamifying the Classroom In Short
Real Lives 2010 Real Lives 2010 is the latest version of the Real Lives simulation that enables you to live a life in any country of the world, all based on real world statistics. This new version features an entirely new user interface, animated 3D graphics, family trees, graphs of personal statistics, the ability to create a business, integrated Google maps and Flickr photos, and many other features requested by users. Price:$29 Download Edition, $39 CD edition, more for multiple licenses. Contact:Bob Runyan, bobrunyan@educationalsimulations.com Screenshot: Review the Game