Reimagine Learning

Gamification vs. Game-Based Learning

on Apr 11, 2018 11:00:00 AM By | Ben Paris | 0 Comments | Learning Design Game-based learning
Gamification is trending these days. Or is it game-based learning? Or serious games? Or something else? Does it really make a difference? It’s possible to create an intricate matrix of terms and definitions on this subject,1 but does that really help anyone?
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What Would You Want to Measure Using Games?

on Apr 3, 2018 11:00:00 AM By | Ben Paris | 0 Comments | Learning Design Game-based learning Assessments game-based assessment
Recently, I joined our CEO, Tory VanVoorhis, on a panel to discuss the potential of games in the world of assessment. We explained what games can do, how to build them, and key questions to get you started. To motivate the discussion, we asked the attendees to identify the skills that they might like to measure with games. Here are the skills that were mentioned most often:
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Inspiration, Play, and Narrowing Inequality

on Feb 1, 2018 4:38:01 PM By | Ben Paris | 0 Comments | girls and gaming Serious Games Game-based learning Ed tech
  Despite the title, Matt Greenfield’s Sources of Hope for Education Technology in 20181 presents a sobering account of the challenges we face in leveraging technology to improve educational outcomes. The past year has reminded us that progress depends on meeting minimal conditions such as having electrical power and well-maintained facilities. Even when those requirements are met, though, a crucial question remains: does educational technology do anything to narrow educational inequality, or is it actually expanding those gaps by providing benefits only to the affluent and their children?
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Rochester’s Impact on the Future of Game Development

on Feb 22, 2017 12:51:10 PM By | Second Avenue Learning | 2 Comments | Gaming RIT MAGIC at RIT Games Design Game-based learning
Six disruptors in the gaming industry converged at our new space in downtown Rochester to discuss the future of game design and development, and Rochester’s role as a hub for the gaming industry. The panel of industry leaders shepherd perspectives and insight into various facets of the gaming industry, from education, to game design and development, to government affairs. Those who witnessed the Games Industry Panel unfold, learned from:
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Video Games in School!  So Cool!

on Nov 13, 2015 8:17:05 PM By | Victoria Van Voorhis | 0 Comments | Game-based learning
“This is so cool, video games in school!” We have just wrapped up a day in a 8th grade science classroom at Barker Road Middle School, where about 100 students playtested our Martha Madison physics game on Newton’s Laws. The mere presence of Xbox game controllers brought forth smiles and shouts from nearly every student who walked into the room. It is always so exciting to watch students playtest our games, especially in their own classrooms with their peers. First reactions tell us a great deal about whether we are on track with aesthetics and game mechanics. “Aww, this is so cute, the animals are adorable,” said one student, indicating that our character designs and color palettes are on target for this age group. Once students became immersed in the game, and began playing with force diagrams and Newton’s Laws, the enthusiasm was palpable. “Oh my gosh, this is a free body diagram platformer game!” “Wow, this is challenging. I actually have to think.” The use of science specialist language started to emerge by the second or third levels of the game: “Yes! We overcame air resistance and friction!” and “How can we beat the effects of gravity?” We saw other indicators of student learning at the end of the sessions when Mrs. O’Dea asked students about concepts explored in the game; even students who had no previous formal exposure to this content were able to answer the questions accurately.
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5 Reasons Why Game-based Assessment is the Hottest New Trend in Education

on Nov 13, 2015 4:27:38 PM By | Victoria Van Voorhis & Anne Snyder, Ph.D. | 0 Comments | Game-based learning Assessments
Game based-assessment, or GBA, has been receiving a great deal of attention in both gaming and education circles. Unlike the tests that give students sweaty palms and sleepless nights, game-based assessments provide a fun new way of effectively examining learning. Based on our research and experience designing game-based assessments, we have found 5 core reasons why the next generation of students will be taking their tests with game controls instead of pencils.              
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Games and Active Learning (J. Gee Retrospective Part 3)

on Feb 17, 2015 7:07:00 AM By | Annie | 0 Comments | Blog learning Education Gee preparation webinar Game-based learning
Welcome to Part 3 of our James Paul Gee retrospective, where we reflect on quotes from Gee's book, What Video Games Have to Teach Us about Learning and Literacy, first published in 2003. We are proud to be sponsoring edWeb's 50th webinar, featuring Professor Gee, who will be discussing game-based learning. To learn more and register, visit: http://www.instantpresenter.com/AccountManager/RegEv.aspx?PIID=ED56DF82884D   Celebration screen from Martha Madison: Forces “Video games have the potential to lead to active and critical learning.” – p. 46 The idea of "hands-on" or "active" learning may sound like just another educational buzzword or fad - a new approach that's different or flashier or newer than traditional methods such as lecture or textbook assignments. In truth, active learning is an ancient method of teaching, one that we often engage in without even knowing it. Paul Corrigan argues in this clever post that in reality, "active" learning as an approach is as old as the act of human learning itself. Humans have always learned very well by engaging in tasks and reflecting on their actions; this has been shown time and again across countless domains.
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12 years later: A James Paul Gee Retrospective (Part 1)

on Feb 11, 2015 4:00:00 AM By | Annie | 0 Comments | Blog Gee edWeb Jim Gee Serious Games webinar Game-based learning
In 2003, a now-famous book, What Video Games Have to Teach Us About Learning and Literacy was first published by a linguistics researcher named James Paul Gee. In this book, Gee argued that good video games utilize good principles of learning - principles that can and should be applied in other learning settings such as school. In identifying these principles, Gee began to link game-based learning with content learning in schools. At the time, this was a pretty interesting and slightly absurd idea. Although the notion of game-based learning was not new, it was unusual to look to video games as models for excellence in teaching. Most classrooms had not yet embraced game-based learning, and in fact many schools took great pains to ensure that children could not play games, digital and otherwise, during the school day.
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Reflections on Ed Games Week

on Oct 8, 2014 11:23:07 AM By | Victoria Van Voorhis | 0 Comments | Blog Research Ed Games Week Game-based learning
Taking part in the recent Ed Games Week in Washington, D.C., I couldn't help but reflect upon the tremendous growth, activity, and research surrounding game-based learning (GBL). While talking with Dr. Edward Metz, Mark DeLoura, Jessica Lindl, Dr. Kara Carpenter, numerous game developers, and many other stakeholders in education and game design, I found myself thinking back to the beginnings of Second Avenue.
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Teachers: we want your feedback!

on Sep 6, 2013 11:09:33 AM By | admin | 0 Comments | Blog Marvelous Machines Serious Games Game-based learning STEM Martha Madison
Happy Friday! For some, today rounds out the first week back in the classroom. Some of you might already have a couple of weeks under your belt. For nearly all, we know you are busy planning lessons and hammering out plans for the year. (That doesn't ever really stop, does it?)
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