InforMedia Services (IMS)

Technology Instruction for St. Cloud State University

Archive for the 'gamification' Category

FAA Has Commercial Drone Regulations Backwards

Posted by Plamen Miltenoff on 27th August 2014

Drone entrepreneurs frustrated as FAA regulation remains up in the air

http://www.cbsnews.com/news/drones-unmanned-aircraft-pushing-limits-of-the-law/

FAA Has Commercial Drone Regulations Backwards

http://www.forbes.com/sites/gregorymcneal/2014/07/01/faa-struggling-to-deal-with-drones-now-going-after-realtors-and-farmers/

The FAA’s position is as simple as it is inane.  If a realtor films buildings for fun using a remote controlled quadcopter that’s legal.  But if she takes that same quadcopter and films buildings as part of her job, that is illegal.  If a farmer flies a model aircraft over his cornfield doing barrel rolls and loops, that’s legal.  But if he uses the same model airplane to determine how to conserve water or use less fertilizer that’s illegal.  This is government regulation at its worst.

The FAA decision is a reversal from the initiatives entertained at different universities:

Drone Technology Advancements Yield New Education Opportunities

http://www.govtech.com/education/Drone-Technology-Advancements-Yield-New-Education-Opportunities-.html

Two universities operate drones and teach journalism students how to use them

http://www.chicagoreader.com/Bleader/archives/2013/02/26/two-universities-operate-drones-and-teach-journalism-students-how-to-use-them

read more:

U.S. Lags As Commercial Drones Take Off Around Globe

http://www.huffingtonpost.com/2014/03/17/us-drones-_n_4978768.html

Please Don’t Be the One to Get Drones Banned

http://petapixel.com/2014/08/27/take-get-drones-banned/

 

 

 

 

Posted in gamification, gaming, technology literacy | No Comments »

Can ‘World of Warcraft’ Game Skills Help Land a Job?

Posted by Plamen Miltenoff on 15th August 2014

Can ‘World of Warcraft’ Game Skills Help Land a Job?

http://m.us.wsj.com/articles/can-warcraft-game-skills-help-land-a-job-1407885660?mobile=y

the article lists “for-” and “against-,” but does not take a stand.

What is your opinion? Do games on resume represents better skills? Do you think listing your gaming skills on a resume will increase your change of being hired?

Please consider our other blog entries on games and gamification in education:

http://blog.stcloudstate.edu/ims/?s=gamification

Posted in gamification, gaming | No Comments »

New terms and issues: Virtual Reality, Sim Sickness, Postural Sway…

Posted by Plamen Miltenoff on 12th August 2014

Virtual Reality’s Next Hurdle: Overcoming ‘Sim Sickness’

http://www.npr.org/blogs/alltechconsidered/2014/08/05/338015854/virtual-realitys-next-hurdle-overcoming-sim-sickness

One problem is the resulting “postural sway,” or postural instability and hand-eye coordination challenges.

Additional reading: http://www.augmentedrealitytrends.com/virtual-reality/sim-sickness.html

Plamen: similar issues with Google Glass. Here is some more info on the issue:

Rethinking Motion Sickness

http://well.blogs.nytimes.com/2013/09/23/rethinking-motion-sickness/

Pls have other IMS blog entries on Google Glass

http://blog.stcloudstate.edu/ims/?s=google+glass

 

Posted in Digital literacy, gamification, gaming, media literacy, mobile learning, virtualization | No Comments »

Game Design Finds a ‘Sweet Spot’ with Education

Posted by Plamen Miltenoff on 22nd July 2014

Game Design Finds a ‘Sweet Spot’ with Education

http://www.edtechmagazine.com/k12/article/2014/06/game-design-finds-sweet-spot-education

\three areas that generally get neglected in school: architecture, animation and game design.

students create their own games using these concepts. They may choose from several programming platforms, including Beta, Kandu, Flowlab, Unity, Atmosphir, Gamestar Mechanic and Game Maker. Some of these require knowledge of coding; others are almost purely visual.

Posted in gamification, gaming | No Comments »

How Teachers Can Use Video Games In The Humanities Classroom

Posted by Plamen Miltenoff on 18th July 2014

How Teachers Can Use Video Games In The Humanities Classroom

http://blogs.kqed.org/mindshift/2014/07/how-teachers-can-use-video-games-in-the-humanities-classroom

What if teachers used video games as texts? Let’s think about how we might teach kids to think critically about the underlying messages in commercial games and how we might leverage video games for their ability to engage students and provoke conversation.

At the moment, there’s far too little critical examination of video games happening in school. We take it for granted that we should teach our students how to read books interpretively, how to analyze movies, and how to read the newspaper critically. But all too often we overlook video games as a meaningless triviality.

Posted in gamification, gaming, Uncategorized | No Comments »

The 70 Best Apps For Teachers And Students

Posted by Plamen Miltenoff on 13th July 2014

The 70 Best Apps For Teachers And Students

http://pinterest.com/pin/29766047512288264/

70 Best Apps For Teachers And Students

Posted in Digital literacy, distributive learning, educational technology, gamification, gaming, hybrid learning, information technology, instructional technology, learning, mobile apps, mobile learning, open learning, pedagogy, student-centered learning, technology literacy | 3 Comments »

Games and Gamification: Can Free Play Prevent Depression and Anxiety In Kids?

Posted by Plamen Miltenoff on 6th July 2014

Can Free Play Prevent Depression and Anxiety In Kids?

http://blogs.kqed.org/mindshift/2014/06/can-free-play-prevent-depression-and-anxiety-in-kids/

the decline in play is leading to a rise in depression and acute anxiety among young people.

Posted in gamification, gaming | No Comments »

Social Media: How to Create Awesome Online Videos: Tools and Software to Make it Easy

Posted by Plamen Miltenoff on 24th June 2014

How to Create Awesome Online Videos: Tools and Software to Make it Easy

http://www.socialmediaexaminer.com/tools-to-create-online-videos/

the tripod for iPAD is a compelling idea, but my personal choice is the wireless mics.

Posted in Digital literacy, digital storytelling, gamification, instructional technology, learning, mobile apps, mobile learning, screencasting, video, whiteboard screencasting app | No Comments »

How To Gamify Your Classroom In 6 Easy Steps

Posted by Plamen Miltenoff on 20th April 2014

How To Gamify Your Classroom In 6 Easy Steps

http://www.edudemic.com/gamify-your-classroom/

  • Clarify your desired learning outcomes first
  • Make them measurable
  • Choose a ‘big idea’
  • Storyboard the game. Make sure there’s room for failure and multiple courses of action.
  • Design learning activities
  • Build teams
  • THEN apply the game dynamics

Posted in gamification, gaming | No Comments »

Minecraft: Games and Gamification

Posted by Plamen Miltenoff on 20th April 2014

The Minecraft Experience Panel Presentation Games for Change NYC April 24th 2014

http://www.minecraftexperience.net/G4C2014+Panel

Extended Description:

Last year at G4C Nick Fortugno threw some controversy into the conversation about Minecraft by suggesting Minecraft was not a game but a toy. The proposed panel extends that conversation by asking what is the Minecraft experience, can it be defined or categorised and what as game designers and exponents can we take from understanding its zeitgeist and the impact it has had on the serious gaming landscape?

In 2012/23 at both GLS and G4C many presenters made jokes about including the obligatory Minecraft slide and for very good reasons. Minecraft is arguably a game of immense impact. It has been embraced as part of learning programs focussing on seemingly disparate areas from digital citizenship, history, coding and the maker movement. It is probably the first game brought into the classroom by teachers to leverage the out of school groundswell of existing player excitement. It’s impact is multi generational and perhaps more global than any game before it. The fan base and user community/ies are strong and well supported and exemplar of the potential Jim Gee describes for Big G game. This panel proposes to leverage that Big G space in the lead up to Games for Change 2014 and to honor the voices of its players.

Minecraft has been variously described as a game, toy sandpit, learning space, creative environment, virtual world, and game-infused service. But what really are the affordances of this blocky 16 bit program and how can we even begin to define its value to learning? Enter the Minecraft Experience, a global crowdsourced program managed by Bron Stuckey of The Massively Minecraft Project. People engaging in Minecraft activities about the globe are being invited to describe Minecraft in all its contexts and adaptations. The categories for these experiences will emerge from the crowd sourced content as members contribute thoughts, media, resources and questions to build the __Minecraft Experience__ evidence base.

This panel of notable speakers has been drawn together to answer provocative questions about Minecraft’s success and define its relationship to and impact on learning. The panelists have been chosen to represent play in many contexts formal education, informal learning, self-organised learning, schools and non-school contexts. They include game designers, educators, researchers, learners and parents who have each had a personal and professional experience of this and many other games.

Panelists take a position on the Minecraft experience and use the resources provided by members of the project to inform, support and evidence their case.

How are players, educators and researchers invited to contribute?

  • project wiki to prod, poke, stimulate and support crowd sourced content and dialog
  • live youth speakers on the panel
  • social media and wiki activity in lead-up using selected #minecraftproject
  • video inclusions of educators, parents, kids/youth arguments, evidence and questions
  • promotion of youth media pieces from existing YouTube etc to support and stimulate various provocative dialogs
  • livestream of the panel to global contributors with live feedback and questions.

Who could benefit from joining this project and attending the G4C 2014 panel session?

  • Educators seeking to understand Minecraft’s value to learning
  • Programs seeking to adapt Minecraft as part of a program of impact or change.
  • Game designers seeking to build in its wake
  • Anyone wanting to consider issues of fidelity, adaptation, constructionism, popular culture, and impact in gaming.

http://www.stevehargadon.com/2014/04/learning-revolution-conference-schedule.html

http://www.connectsafely.org/teacher-teaching-minecraft-looks-like/

http://www.pearltrees.com/#/N-f=1_10785583&N-fa=3358517&N-p=105030132&N-play=0&N-s=1_10785583&N-u=1_372724

http://gamesandimpact.org/members/bronst/activity/friends/

Posted in digital identity, gamification, gaming | 5 Comments »