Literature on Vygotsky, Piaget, constructivism etc
Garry’s Mod (GMod) is a sandbox game like Minecraft but instead of building and exploring, students use a fun physics engine that simulates things like gravity and mass. They also use a virtual toy box of assets from Valve Software’s popular games. The tool is a step up in complexity from the elegant simplicity of Minecraft, but with Garry’s Mod, students are exposed to physics concepts while having madcap fun.
Kerbal Space Program has a robust physics engine too, but it’s more focused than Garry’s Mod. Players purchase rocket parts, put them together, and then see if they can get a ship into orbit, to one of two moons, or even to another planet. These aren’t easy tasks, so play is focused on trial and error testing, and, like Minecraft, seeking help from the community is part of a successful strategy.
Sound Shapes is a visually stunning platform puzzle game set to a rich musical soundscape. Even better: students can create and share their own levels – like interactive sheet music — using sounds and objects unlocked by playing the platform game. It’s an accessible entry point into musical composition as well as game design, and provides an experience that builds on the creativity of Minecraft while offering something wholly unique for music lovers.
For creative kids who want to get their hands dirty, check out DIY, a site where students can find things to build, instructions for how to build them, and ways to share their creations with others. All projects are aligned to 50 skills that run the gamut from outdoors to indoors, and feature various challenges to complete and cool badges to earn and display.
Computer programming is a great next step for students who love to mod Minecraft or toy around with the redstone resource (which simulates basic logic and circuitry). One solid entry-level tool is Stencyl, a game creation program focused on codeless, cross-platform game making. By snapping blocks of code together, students can create games that can be published and played on a variety of platforms including mobile phones.
Minecraft has introduced a lot of youth to games as well as the critical thinking, problem solving, and creation skills necessary for self-motivated learning. The games and sites on this list have the potential to extend that learning, providing fresh outlets for self-expression in the digital world and beyond.
More on gaming in this blog:
“Action video games have a number of ingredients that are actually really powerful for brain plasticity, learning, attention, and vision,” says brain scientist Daphne Bavelier in her TED Talk on the subject.
In February, Italian researchers found that playing fast-paced video games can improve the reading skills of children with dyslexia.
In 2012, scientists at The University of Texas Medical Branch at Galveston found that high school gamers who played video games two hours a day were better at performing virtual surgery than non-gaming medical residents.
bibliography and research
Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries
Author(s): Scott Nicholson
Source: The Library Quarterly, Vol. 83, No. 4 (October 2013), pp. 341-361
Published by: The University of Chicago Press
Stable URL: http://www.jstor.org/stable/10.1086/671913
p. 357 Another upcoming area of gaming in libraries is gamification. Gamification is the application of game design elements to a nongame setting ðDeterding et al. 2011Þ.
Nicholson, S. (2013, June). Exploring Gamification Techniques for Classroom Management. Paper Presented at Games+Learning+Society 9.0, Madison, WI
The concept of meaningful gamification is that the primary use of game layers is not to provide
external rewards, but rather to help participants find a deeper connection to the underyling topic
More on games in education in this blog
UCLA neurophysicists have found that space-mapping neurons in the brain react differently to virtual reality than they do to real-world environments. Their findings could be significant for people who use virtual reality for gaming, military, commercial, scientific or other purposes
a new study in rats shows that the virtual world affects the brain differently than real-world environments, which could offer clues for how the technology could be used to restore navigating ability and memory in humans.
Per Google Scholar:
play as game/gamification in the creative process
Please look at our blog entries on gaming and gamification: http://blog.stcloudstate.edu/ims/?s=gamification
Plan for today, Mon, Nov 17 class session:
Parent involvement in their children’s social emotional and academic development.
Please look at our blog entry:
my note: article is written for the corporate world, but there is no reason why not apply in higher ed.
While applying gaming in learning content, we create timed quizzes, mazes and other such learning tools, which award the learner points, badges or other collectibles. The same mechanics are employed to embed gamification in our strategy for delivering content. Gamification provides an added incentive for learning, making the process of learning enjoyable through the excitement of built-in gaming elements.
two strongest components that help gaming to deliver effective learning – healthy competition between peers and asense of achievement.
Our WiZDOM LMS v5.0 is a new-age Learning Management System which has the built-in capabilities of gamification to make sure that the learner feels motivated to complete the e-courses and is able to have fun while doing it! But while employing game-based learning within the LMS, a few points need to be kept in mind:
In their latest book “Aspiring Adults Adrift”, sociologists Richard Arum and Josipa Roksa, of New York University and the University of Virginia respectively, fear that universities focus too much these days on students’ social lives at the expense of academic rigor.
Two out of three students at American universities and colleges change their major at least once during their four years on campus; one in five does so two or three times.
parents should let their preferences be known, but then leave the selection proces to their daughter or son, hopefully guided by a school councillor rather than merely friends. Another piece of advice was to visit as many campuses as possible beforehand.
getting a university degree, even merely a baccalaureate, is worth it nowadays. According to the Federal Reserve Bank of New York, the median annual wage of Americans with a bachelor degree, and lucky enough to have found (not easy) full employment, was $48,000 last year, compared with a little over $25,000 for those with only a high-school diploma. But college graduates in the lower quartile made no more than $27,000.
possibilities for a formal Renaissance-Man-Liberal-Arts education remain limited to the elite. The average, or common, student is encouraged to choose majors and institutions that track into a specialized vocation.
MincraftEDU and SimCityEDU provide flexible options for integrating familiar games with traditional classroom curriculum.
The ability to apply knowledge across disciplines is important, but it is not enough. It is important to combine that knowledge with strong social and emotional skills that serve as the foundation for good citizenship in the 21st Century.
The MindShift Guide to Games and Learning
more on gaming in this blog: http://blog.stcloudstate.edu/ims/?s=gaming
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