This project is a cultural journey of traditional symbols and authentic values with new teaching methods which develops a unique approach of the lifelong learning. The overall aim of the project is to recognize the meaning of a game as a great transfer knowledge tool and a form of personal development cycle of our kids. The difference we brought was that we use IT devices as a tool for learning while games as a working ...more »
As a tutor who has worked in at a community college in Washington state for over 8 years, I have worked with High school students in the Running Start program, older adults returning to school, students who come from other countries, and mentally challenged students. The one thing they all have in common is that they have difficulty multiplying and it appears as if they've never learned the multiplication table. There ...more »
We should encourage scholarship on the contextualized evaluation of serious games. Learning is complex, the mind racing to make patterns out of chaos. We need to understand the bigger context of what humans learn and retain from play. Most serious game evaluations myopically focus on objective progress toward discrete learning objectives, but scholarship on learning suggests the mind learns much more than what the designers ...more »
Fractions is one concept in Mathematics students struggle with. With the high usage of digital devices such as tablets and I-phones, Augmented Reality can be used to provide a rich adaptive education environment to young players. I am thinking of a Pokemon-like creature who inhabits another planet and comes to Earth to join the player in his real environment as the player's new friend. This creature is not only a friend ...more »
Kids as well as adults are encouraged to evaluate Anderson's classic story and its ending.
Is it possible that the story educates towareds racism?
Is there a way to "save" the story and to choose or invernt a different ending which will educate towards multicultural values?
My short and to the point suggestion is to take the idea of Typing of the Dead, and expand upon that concept further with other high profile games and other subjects. It is a better approach to get at the attention of users and hold it for prolonged periods of time while educating. http://en.wikipedia.org/wiki/Typing_of_the_Dead House of the Dead was a popular game that, while violent, was entertaining for people of various ...more »
In order to inspire developers to create games that delight the imagination and seduce the heart, we need to collectively educate, evangelize and promote games for good. Educate or incentivize developers to take risks to defy the stereotypes. Encourage games that actually show the ramifications of war instead of just the brutality. If female characters are included at all, they have tended to be portrayed in one of ...more »
My concept is aimed at kids ages 10-17. The game is a series of situations that kids could really encounter, such as a friend urging another to try pot or finding $50 in a mall parking lot or a boy asking a girl to have sex, etc. the player choses how the situation plays out until it reaches an end and then there is a cut scene that shows the consequences of the decisions the player has made. The cut scene doesn't show ...more »
Spent, a social action game aimed at showing people that homelessness is about circumstances and not character was chosen as an example of a persuasive game for a study last year. 5139 students in grades 7-12 took part across 4 states and 200 schools to test whether the persuasive mechanics of a social impact game were effective in increasing attitude and affective learning toward the subject of homelessness. This study ...more »
Family of Heroes is an evidence-based, role-playing game designed to help military families build the resiliency and communication skills to manage the challenges involved in adjusting to post deployment life and to increase service utilization by their veterans and service members who experience PTSD, TBI, depression, or suicidal ideation. In the game, users enter a virtual environment and engage in three conversations ...more »
Veterans on Campus is a role-playing game designed to educate student veterans how to best support their fellow student veterans who face challenges in transitioning to college life, including isolation, cultural disparities, academic difficulties, time management, and mental-health issues such as TBI, depression, and PTSD. In the game, players engage in a series of virtual role-play conversations with emotionally responsive ...more »
At-Risk in Primary Care is a role-playing game that prepares primary care providers to recognize when a patient’s physical ailments may be masking underlying mental health disorders, and to build a treatment plan that engages the patient and integrates mental health so that the causes of the symptoms are addressed and treated. The game was developed in collaboration with the New York City Department of Health and Mental ...more »