Posts Tagged ‘games’

Student video – GenYES Rocks!

Tuesday, January 19th, 2010

SMHS GenYes Rocks! from Debbie Kovesdy on Vimeo.

GenYes is the ultimate tech group at Shadow Mountain High School! We simply rock when it come to new tech and learning! In addition to tech support for teachers and students, we are implementing educational and social gaming in the media center, telepresence communication with students, academia, scientists across the globe, developing interactive Wii walls and more!

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This video was created and produced by the GenYES class at Shadow Mountain HS in the Paradise Valley School District, Arizona. Learn more about GenYES and the student help desk (TAP system) at the Generation YES website.

So all you other GenYES schools – we challenge you to come up with your own videos showing GenYES in action at your school!

Sylvia

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Join today! Professional Learning Community for Games in the Classroom

Wednesday, January 13th, 2010

Interested in exploring the possibilities of using learning games as educational tools, and/or in developing games of your own for educational purposes?

Today is your day!

Join a new Professional Learning Community (PLC) hosted by the Learning Games Network on Wednesday, January 13, at 8pm EST / 5pm PST at LearnCentral.

RSVP on Facebook | RSVP on LearnCentral

This PLC is brand new, so get in on the ground floor and help chart the course!

Read more at 2010: More Games in More Classrooms? | Learning Games Network.

Related posts:
iPhone and iTouch games for learning

Two new white papers on games in education

More on Flunking Spore…

Grand Theft Auto 4 and video games in education

Sylvia

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Teacher PLC at the Learning Games Network

Wednesday, December 2nd, 2009

Teacher PLC | Learning Games Network

Are you a teacher interested in using games in the classroom? Help design a new Professional Learning Community (PLC) at the Learning Games Network.

The PLC will provide a forum for teachers to share experiences and ideas for using existing games in the classroom, as well as discuss ideas and concepts for where games could fill gaps and niches in curricula. Teachers involved in technology will also have the opportunity for professional development in workshops with developers and producers.

Be sure to fill out the short survey to share your interests and sign up for more information. Pass this on to other educators interested in games!

Sylvia

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How I ended up in the New York Times

Friday, July 10th, 2009

OK, right. (My kids always seem to start their crazy stories this way.)

The other day I was working and glanced at Twitter. I swear, just a little. I saw a tweet that said something like, “Do you play games on your iphone”. I answered the tweet and pretty soon an email showed up saying I had a message on Facebook. It’s from a New York Times reporter asking if would I mind answering a few questions about playing games on my iphone.

Seriously, the New York Times wants to talk to me.

The reporter calls me the next day and we talk for 20 minutes about games and if I was a gamer (no) and why I play games on the iphone now. Then she asks if would be OK if she sent a photographer over to take some photos of me playing games. I’m thinking, how crazy is this? (and what should I wear!) But sure, why not.

The next morning a freelance photographer calls. She’s in Pasadena, a good hour drive from where I am. But she shows up and spends another hour taking photos of me playing games. She especially likes one game, Jelly Car, because it’s simple and has large graphics that show up well on camera. I play a beginner level for 10 minutes, starting over and over again while holding it in different ways.

And yes, it comes out. And I’m quoted for one line, and of course she managed to work in my age. Was that necessary? But best of all, I don’t hate the photo!

nytimes1

Here’s the link to the article, Yet Another Vogue for iPhones (you’ll need to register (free) for the New York Times.) It’s about how casual game players are a new market for games. No, it’s not about ME, but hey, I got the big photo.

That’s what you get for answering a tweet in the middle of the day!

Sylvia

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New report from the EU on Games in Schools

Friday, June 19th, 2009

A new research report – How are Digital Games Used in Schools has just been released by a group called European Schoolnet, a consortium of 31 ministries of education in Europe. This study was sponsored by the Interactive Software Federation of Europe , representing companies in the interactive software industry.

How are Digital Games Used in Schools covers  the use of games in schools in Europe: video games, computer games, online games that run on consoles, computers, handhelds or mobile phones.

- Full report (180 page PDF) – English version
- Synthesis report (40 page PDF) – English version

The researchers interviewed over 500 teachers, 30 decision-makers, and included 6 case studies and a review of the scientific literature. They came to some interesting conclusions, both from a teaching and learning standpoint.

  • “The teachers who are involved in these practices leave nothing to improvisation in their pedagogical use of these games; on the contrary, they prepare them very carefully.”
  • “Experiments in the classroom use of games are bringing teachers together in a community of practice, and associating the whole educational community and parents around the pupils’ achievements.”
  • “Practices centred on games rehabilitate more traditional teaching tools in the eyes of the pupils.”

European Schoolnet also established a social network as part of this study for teachers interested in using digital games in the classroom.

From the conclusion – “The investigations that have been made show that electronic games favour a way of learning that is particularly in tune with the modes of learning now regarded as effective. The table below summarizes several major principles of learning that are now known and recognized. It relates them
to the characteristics of electronic games and the modes of use that they generate. The correspondences that
emerge argue in favour of a‘re-opening of the case’ [of using digital games in the classroom].”

Report table

- Full report (180 page PDF) – English version
- Synthesis report (40 page PDF) – English version

Sylvia

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iPhone and iTouch games for learning

Sunday, May 17th, 2009

I Education Apps Review – Sylvia Martinez – Show #47 and Interview #6.

Last week I was interviewed by Scott Meech for his I-Education Apps review podcast. Scott is interested in iPhone, iTouch, iEtc. apps for education. We had a lively discussion about games on these devices, how to find and use games beyond “drill and practice”, and what “educational games” means. Please take a listen!

Sylvia

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Two new white papers on games in education

Thursday, March 5th, 2009

Two white papers were released last month from The Education Arcade at MIT. Both are about video and computer games for learning, but look at this issue from slightly different angles.

Moving Learning Games Forward looks at games, learning and education with a long lens. It provides a detailed historical analysis of how computer games first were used in schools and proceeds through the heyday of educational software in the 1980s to the present move to web-based games. I was very pleased to see how much of this mirrors my presentation on Games in Education for the K12online conference, but of course, my 20 minute presentation barely skims the surface where they dive deeply. I’ll be adding this to my Games in Education resource wiki for sure!

The paper goes on to lay out some ideas for how learning games should be designed, and has great references and sources for additional reading. This is a must-read for educators seriously interested in games in education.

The second paper, Using the Technology of Today in the Classroom Today, is slightly narrower in focus. It is written for classroom teachers interested in bringing games and simulations into the classroom, with practical suggestions and case studies to help with planning and implementation.

Sylvia

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Games that encourage student teamwork and collaboration

Tuesday, January 6th, 2009

Freechild Article | “Why Play Games…” By Adam Fletcher.

Here’s another fabulous article and set of resources from Adam Fletcher of The Freechild Project. The article is about playing games with students and youth groups to encourage teamwork, model constructive, collaborative behavior, and develop a shared sense of mission.

Games can be a catalyst that brings both cohesion and energy to any group, and a welcome addition to a teacher’s “bag of tricks”. Two categories of games are especially helpful in setting a tone of collaboration and teamwork for students.

Cooperative games emphasize participation, challenge, and fun, rather than sorting out winners and losers. These kinds of games teach teamwork, empathy, and trust.

Initiative games have players attack a problem and solve it. They teach leadership, problem solving, and collaboration.

“Why Play Games…” is more than just a list of games. It includes practical information about how to choose them, how to introduce them, how to create reflective activities that further magnify the impact of the game itself, and tons of additional resources.

Teachers who lead student tech clubs know that the success of the group depends on much more than tech skills. Teamwork and a sense of mission result in the “we” being more than the “me” and can take a student tech team to the next level.

This isn’t just for student clubs either. If you want students to unlearn the competitive habits that have been drilled into them and work cooperatively, these games will work in classroom situations too. Collaboration and communication may be “21st century skills” but having students play them out in game situations is a timeless idea.

Give this short article a read and I guarantee you will learn one new thing today! “Why Play Games…” By Adam Fletcher

Selected additional resources (there’s a lot more if you click on the article link):

  • Brand-new (and free) guide, So, You Wanna Be A Playa? The Freechild Project Guide to Cooperative Games for Social Change by A. Fletcher with K. Kunst. “This insightful new guide will help community workers, teachers, activists, and all kinds of people find fun, engaging, and powerful activities that promote teamwork, communication, and social justice.Click here for a free download.

Have fun!

Sylvia

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More on Flunking Spore…

Thursday, November 6th, 2008

Last week I blogged (Flunking Spore – video game failed by scientists) about Science magazine’s Oct 24 review of the new video game Spore that outlined the problems of looking at the game as a way to learn biology. Not only did multiple scientists give the game poor grades for science content, but a documentary promoting the game misleadingly used interviews with scientists that implied endorsement.

Now, Eric Klopfer and Kurt Squire, co-founders of the Learning Games Network, respected researchers and proponents of games in education, respond to “Flunking Spore.” In two articles (part 1, part 2), they tackle some of the objections, and provide a their point of view. While they agree that the basic science in Spore is not appropriate as a substitute for biology curriculum, they defend the game as a breakthrough in user interface and design.

Kurt Squire argues that Spore is easily recognizable to a veteran game player for what it is, a game of design, where the player is the master of a make-believe universe.

What I think gets lost here is that players actually have relatively sophisticated ways of interpreting games like Spore. While I share the author’s concerns about games reinforcing people’s naive conceptions about science, Spore, I would argue, is so clearly a design game that most “literate” gamers quickly see that it’s a design game, and regard it as such.

OK, I agree here. But most people who aren’t veteran game players won’t see this subtle point. We know that people learn a lot from games, but we don’t quite know what to call it. It’s not learning that can be described in the traditional vocabulary of school. This is a deep problem of games&learning not being equivalent to games&schooling. Spore wasn’t going to bridge that gap even if it was as educationally significant as advertised.

The problem I have is simpler than this.

The game is being promoted, mostly by National Geographic, as a game that teaches biology. Scientists were tricked into doing interviews that were used to promote the game as a way to learn biology. Shame on National Geographic for exploiting interest in games for learning to promote their programming.

As much as I understand the inclination to find the tiny nugget of learning in any game, I hope that Eric Klopfer and Kurt Squire would use their influence in the learning game community to address the issues of the misleading and patently false promotion of this game. Part 3, perhaps?

Sylvia

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Games in Education – K12 Online Conference 2008

Monday, October 27th, 2008

Now in its third year, the K12 Online Conference is underway. But don’t worry — you haven’t missed anything, it’s all online!

My session this year is Games in Education. The time limit was 20 minutes, so that was a challenge! To give it more depth, I also created a companion wiki page with lots more resources.

I cover topics including: Why games?; What’s wrong with edutainment?; Serious Games; Casual puzzle and logic games in the classroom; Virtual Worlds, Commercial off the Shelf (COTS) games; Overcoming Objections to using games in the classroom; and students designing and programming their own games. Yes, all in 20 min…

Beyond games, if you are interested in learning more about technology in education in general, and seeing presentations from educators all around the world, then you will find some great stuff on the K12 Online 2008 conference site. Since the conference is online and all the sessions are pre-recorded, they can be downloaded or viewed online anywhere, anytime. For first-timers, be sure to read the “how to” page here.

Check the conference blog for both recorded sessions and live chats with keynotes and presenters.

Sylvia

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