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Showing posts with label Game-Based Learning. Show all posts
Showing posts with label Game-Based Learning. Show all posts

Saturday, October 25, 2014

Exploring a Myth - "... convert this WBT/ILT to a Game-Based Learning ..."

I started writing this a long time back. A good 6 years ago I think... I found it in my inbox and realized that it is still quite relevant. So, here's from the draft box...


I've heard this phrase over and over again. In fact, I dread when I will next hear it. This statement is a bit of a hydra monster with multiple ugly heads:

1. The marketing dudes are convinced that

Wednesday, November 24, 2010

ItzaBitza—Microsoft's new learning game for kids




Microsoft (and Sabi games) has made an interesting game that teaches kids reading comprehension as they play the game. This game utilizes multi-touch interfaces like tablet PCs.

The story in the game evolves as the kids use their fingers or a stylus to draw things like houses and other things to crack puzzles and win challenges. The interesting part is the "Living Ink" technology used in the game that recognizes the shapes and that objects that the kids draw and makes them into a part of the game.

This way the young players are constantly playing and creating a unique game experience for themselves.

Here are some links where you can see a little more of how this game works:

Thursday, March 26, 2009

Webinar on building better learning games by leveraging game design and user-testing

You could register for the webinar at

https://www1.gotomeeting.com/register/558400490%20

Background:

The webinar promises to will discuss the development of a casual video game, called “Celebrity Calamity.”. While managing the finances of spendthrift celebrity, the game teaches low- to moderate-income women the basics of credit and debit cards.

For many in the target audience, personal finance education can be difficult, scary, and boring. Keeping players motivated and engaged was important, though only half the battle. For the game to be considered successful, players also had to emerge from the experience with the confidence -- and knowledge -- to manage their credit and debit card accounts. To facilitate this, D2D and Enspire conducted rigorous user experience testing during the iterative production process. Later, efficacy testing was used to determine knowledge and confidence changes as a result of the game.
In this webinar, once can learn about casual games and how to leverage games for learning through a case study of D2D’s “Celebrity Calamity.”

Specifically, one will:
• Learn about casual games and how these games match to specific learning needs;
• Understand the role of user testing in the game design process and how it can yield better learning; and
• Get tricks of the trade from Enspire’s game designers.

The webinar is on Thursday, April 9, 2009 at 1:00 PM - 2:30 PM CDT

Friday, March 13, 2009

The Challenge of moving to Game-Based Learning

I work in a (so called) traditional eLearning factory. Suddenly we must make the transition to things more interesting. And which bills more.

Game-Based Learning (GBL) is an obvious option.

I am fortunate to be part of teams which have been trying to 'make' GBL for the last year or so. Very forward thinking and yet challenging. Especially given the mindset which comes as a legacy.

More in the next few posts.