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A Learning Game to Combat Drugs, Alcohol, and Obesity

Clare Weir writes;

“A digital entrepreneur is in talks with educational authorities in the USA to sell his computer game which educates children on the dangers of drugs, alcohol and obesity.

Newcastle man Aaron Gibson (21) set up his games design company ‘YumPod Technologies’ at 18 and invented ‘You vs The World’ for children and teenagers.

An accompanying website is designed to fit into the school curriculum, and has already been accepted into over 300 schools in England, Scotland and Wales, with plans afoot to roll the game out in Northern Ireland schools shortly.”

To read the full article click here;

http://www.belfasttelegraph.co.uk/business/news/kids-drug-education-game-to-hit-us-market-30001176.html

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10 Findings About Game-Based Learning (#GBL)

Great list!

Classroom Aid

by Karl Kapp

These are my slides from my fill-in session at the ASTD Evidence-Based Learning Conference. It was a great conference filled with wonderful questions, ideas and thoughts.

10 Take-Aways for serious game designers, educators and trainers :

game-based learning

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Classroom Aid

game-based learningSome of the best and brightest minds in engineering, education, sociology, and computer science have been analyzing how to build, improve, and understand games for several decades. Their research has helped to yield games that are more effective (not to mention fun) than ever and that reflect our changing relationship with technology. Our friends at  Online Universities have compiled a list of greatest gaming scholars, maybe you can provide your suggestion to make it more complete. (this list isn’t in any specific sequence)

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Kurt Squire:

Kurt Squire is an assistant professor at the University of Wisconsin-Madison in Educational Curriculum and Instruction and is the co-founder of the Games, Learning & Society Initiative, an on-campus group of faculty and students studying game-based learning. He has written over 75 scholarly publications on gaming in education, often addressing the sociocultural aspects of gaming and the impact of gaming practices…

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