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- BrainGyms: Propelling Bain Fitness Into Mainstream
- Nintendo’s Personal Trainer: Antidote For Math Anxiety
- VWs Transforming Enterprise Processes
- GDC 2009: Physics Learning Game For Middle Schoolers
- GDC 2009: Shifting from Entertainment to Serious Games
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- Recall: Whosegame Contest On Serious Games
- GDC 2009: Hospitality Game From PC To PSP
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Read also FUTURE-MAKING SERIOUS GAMES BLOG latest posts:
Serious Games For Hospitality Training - Update
Microsoft Startup Zone: The Promise Of Serious Games
Serious Games To Foster National Dialogue About Judiciary System
Humana Games: Helping You Play Your Way To A Better Health
Icarus Studios Offering New Features For Serious Games Development
Pulse!! Update: Serious Games Improving Medical Learning Environment
Serious Games challenging us to play a better future
Via: FUTURE-MAKING SERIOUS GAMES
FUTURE-MAKING SERIOUS GAMES explores how entertainment and games can be used for building a better future.
At FUTURE-MAKING SERIOUS GAMES “The BLOG” we have created an overview of what is going on in this field, digging the best of Serious Games promising market.
At FUTURE-MAKING SERIOUS GAMES “The Website” you gain access to 11 major Serious Games categories located at FUTURE-MAKING SERIOUS GAMES Blog.
FUTURE-MAKING SERIOUS GAMES Website shall grow as future unfolds.
Because play is so powerful, games can open new visions of the possible to us in ways other art forms cannot, therefore:
If you want to change the future, join us and play it first!
Read also FUTURE-MAKING SERIOUS GAMES BLOG latest posts:
Serious Games For Hospitality Training - Update
Microsoft Startup Zone: The Promise Of Serious Games
Serious Games To Foster National Dialogue About Judiciary System
Humana Games: Helping You Play Your Way To A Better Health
Icarus Studios Offering New Features For Serious Games Development
Pulse!! Update: Serious Games Improving Medical Learning Environment
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Serious Games To Inspire A Love Of Learning
Via FUTURE-MAKING SERIOUS GAMES and Eliane Alhadeff's Bookmarks on Ma.gnolia
The George Lucas Educational Foundation publishes an excellent website and magazine devoted to educational reform. Their October 2006 issue focuses on the new generation of learners and how they will radically change the way we teach. Not surprisingly video games will play a prominent role.
In the article titled Let the Games Begin, Jenn Shreve examines the traditional ideas of how videogames can reach unmotivated students and also challenge gifted students. Beyond that she documents a do it yourself approach to gaming in the classroom in which students in tandem with teachers design games as a way to both reinforce content and thinking skills.
Also touted as a another tool for teachers are “serious games” such as the Harvard designed River City and Making History produced by Muzzy Lane. While video games will never replace instruction they will serve a more prominent role in the future classroom.
Immune Attack is an educational video game funded by the National Science Foundation and jointly developed by the Federation of American Scientists (FAS), Brown University, and the University of Southern California. It teaches immunology in a fun and engaging way that is different from the traditional classroom setting.
Immune Attack is a first person strategy PC video game that teaches immunological principles through entertaining game play. The protagonist, a teenaged prodigy with a unique condition in which the immune system is “present, yet non-functional”, must pilot a microscopic nanobot to save his own life. He must teach his semi-functional immune system to fight off diseases and bacterial/viral infections by programming individual cell types. This programming is accomplished through the successful completion of various educational minigames, each of which teach a central immunology principle and, once completed, confer added ability to the selected cell type.
The game is set in different biologically realistic tissue structures, with the nanobot being able to latch onto and control certain cells. A growing array of controllable cell types and programmable commands are available to the hero as he progresses through the game. Play is split up into several levels, which feature increasingly difficult infections or diseases to overcome. A level is completed upon achieving certain goals – usually the eradication of the infection or disease. Immune Attack’s initial release will include only two levels, but the final game will have many more, and possibly a multiplayer option
Educational content is conveyed via three means:
1. Through interactions with the environment and characters within the game, such as the various cell types
2. Through minigames which have the user perform certain tasks which occur naturally in the immune system
3. By use of "My Learning Assistant", or MyLA, a built in question and answer tool which can answer questions and offer explanations using both an included knowledge database and an information messaging system
Immune Attack is not yet available for download. When it does become available, we will send out an e-mail to all those who have expressed interest in the game. To add your name to this e-mail list, please send your contact information to immuneattack@fas.org.
Serious Games To Inspire A Love Of Learning
Via BBC News
Monday, 2 October 2006, 10:22 GMT 11:22 UK
The Teaching with Games report, commissioned by games giant Electronic Arts (EA) and carried out by FutureLab, was released on the first day of the London Games Festival, a week-long programme of events including a developers' conference, the Bafta videogame awards and a showcase of new titles for consumers.
Jules Clarkson, international marketing director at Electronic Arts, said: "EA has recognised for a long time the potential for computer games to stimulate teachers and students. Mr Clarkson stated they had three key objectives with the report:
Successful partnerships
"To explore how computer games can be successfully used in a school environment. And to make the most successful partnerships with educators."
The report authors also followed 12 teachers at four schools in the UK and looked at ways they could use commercial software in the classroom.
The authors concluded that there was "still a generational divide between teachers and students in respect of computer games play".
More than 70% of teachers never play games outside school while 82% of children said they played video games at least once a fortnight.
"It should be noted that 37% of teachers and 22% of students think that computer games should not be used in the classroom," said the report.
Mr Clarkson denied the report was an attempt to be "taken seriously" by the educational establishment.
Taken seriously
He said: "We are already taken seriously and we take our responsibilities as a leader in the industry very seriously.
"There is an opportunity for us to explore with educational establishments where there are ways computer games can be used."
But Mr Clarkson said EA was not going to change the way it makes software off the back of the report.
"I do not imagine we are suddenly going to get into educational software markets but it does give us ideas about how to work with educational establishments."
Fred Hasson, chief executive of games developer association Tiga, one of the backers of the London Games Festival, said the event reflected the vibrancy of the UK industry.
"The UK is not only the third largest market for video games it is also the third largest producer of games in the world."
He said the industry was in good shape following several years of consolidation.
"In 2000 there were about 400 UK development studios while now there are about 150.
"But I don't think there are any fewer numbers of people working in the industry overall.
Wake up
"With the handheld consoles, the current hardware and next generation hardware on the horizon, there has never been as much work around as there is now."
Rob Cooper, managing director of Ubisoft UK and chairman of the festival said: "Now more than ever people are starting to wake up to the importance of video games; culturally, artistically and economically.
"The London Games Festival is an important stage, one which allows our industry to show every aspect of itself. "
He added: "From students wanting to forge a career in gaming, to budding developers who want to share ideas for future games. There will be events of interest to so many groups of people. "
Serious Games To Inspire A Love Of Learning
By bringing together the creative, technical and educational communities, Futurelab is pioneering ways of using new technologies to transform the learning experience.
Futurelab is passionate about transforming the way people learn. Tapping into the huge potential offered by digital and other technologies, they are developing innovative learning resources and practices that support new approaches to education for the 21st century.
Working in partnership with industry, policy and practice, Futurelab:
- incubates new ideas, taking them from the lab to the classroom
- offers hard evidence and practical advice to support the design and use of innovative learning tools
- communicates the latest thinking and practice in educational ICT
- provides the space for experimentation and the exchange of ideas between the creative, technology and education sectors.
A not-for-profit organisation, Futurelab is committed to sharing the lessons learnt from research and development in order to inform positive change to educational policy and practice.
Futurelab showcase features innovative work which reflects the latest thinking in interactive media, educational ICT and digital technologies. On this page you will find information on all of Futurelab own projects (both current and past), while the other projects page gives examples of other people's work.
You can also view an amazing interactive version of the showcase menu in 3D.
on FUTURE-MAKING SERIOUS GAMES New Website