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Rabu, 05 September 2012

Games-ED: Serious Games New Brand Targets The Education Market


Games-ED is Serious Games New Brand At Pixelfountain
 
 
 
Via: Games-EDInnovation In Learning
 
Games-ED is a brand within Pixelfountain aimed at the education market.  Please find also Transforming Education: Learning Powered By Serious Games
 
 
 Games-ED is relatively new but the products are based on the work of Pixelfountain which has been creating Serious Games and learning simulations for about fifteen years.  During that time, Pixelfountain has developed around fifteen learning simulations and delivered over 450 workshops and trained over 6,500 people from the public and private sector.  
 
More on their current portfolio can be found at http://www.pixelfountain.co.uk/learning_simulations.html
 
Games-ED products can be used to support learning in the curriculum, but they also promote the development of other skills such as collaboration, employability and personal learning and thinking skills.  
 
They currently have three products: 
 
 
 
 
 
 
 
They are all resource management games that model virtual communities.  The games are played in a workshop and the students are split into teams that represent different roles in the town.  They must work collaboratively to make improvements and get a high score.  Additional activities support the games in order to reflect on the learning and stretch the learners.  
 
They have also delivered projects in schools looking at games design and development.  Great examples are Eco-Bustershttp://www.games-ed.co.uk/games-design-workshop.htmland Climate Crew http://www.games-ed.co.uk/bespoke.html
 





Kamis, 09 Agustus 2012

Blogs That Shape The Serious Games Movement’s Future

  
The 20 Best Blogs About Serious Games For Learning



Via: Online Colleges - The 20 Best Blogs About Game-Based Learning

Jasmine Hall, staff writer for the Online Colleges website, has just posted the article The 20 Best Blogs About Game-Based Learning.

Jasmine declares in her opening statement that “Even the FBI recognizes and uses video games as valuable learning tools!” (Please find also FBI And Other US Agencies Join Serious Games Adopters). “Because the push toward incorporating these resources still exists in a comparatively inchoate state, anyone curious about how they apply to educational settings should keep up with the latest movements and technologies currently shaping the movement’s future. Blogs can help with that”, she says. 

You can read the full article at The 20 Best Blogs About Game-Based Learning

Rabu, 01 Agustus 2012

Serious Games Community: You Level-Up My Life Update


Serious Games challenging us to play a better future


You are all so sweet to mention my B-Day again this year.
My Epic Win is having you as wonderful friends – you Level-Up My Life!

Thank you ALL for A SERIOUSLY FUN B-Day!


Senin, 30 Juli 2012

CREO: Serious Games Popularizing Science


Serious Games that cultivate a taste for discovery


Via: CREO - Gaming For Science 

Game for Science is CREO’s science-themed Serious Games portal (in French Science en Jeu), where you can play Serious Games for free.

CREO is a production studio specialized in science, based in Canada. Since December 2001 CREO has been working with businesses, government departments, museums, industry taskforces, foundations and academia to explore new ways of popularizing science.

CREO stands for Creativity, Rigorous attention to detail, Excellence and Originality. CREO focuses on these core values—which the team calls its “DNA”—to create high-quality innovative multiplatform products. In addition to publishing their own Serious Games for Science, they provide organizations with customized science communication services.

CREO Studios position themselves in the market as science communicators, having customers’ science content at the very heart of their creative process.

Serious Games for Science

CREO Studios have built a reputation for designing and producing a number of Serious Games over the last couple of years. These games are as popular with players as they are with the institutional content partners involved in their development. The games can take several different forms, such as virtual worlds, quest games, Sims, strategy games, puzzles, and experiments. 

Here is a small sample:

Physica


The Island of Physica presents the game Mecanika, which helps players intuitively learn about concepts in classical mechanics (kinematics and dynamics).

M.A.R.S. Mars Academy of Research and Science


Rachel the android and the bumbling robot Decobob accompany players in discovering unusual aspects of certain professions in the context of a space mission.


Clicmathématique


Designed for students registered in Québec’s Work-Oriented Training Path (WOTP) and for young people 15 and up who demonstrate a need for basic math instruction.



Submissions Open For The Serious Games Showcase & Challenge

Serious Games Submission begins in August




It's that time of year again! 

Submissions Open for the Serious Games Showcase & Challenge

August 1st!

The Serious Games Showcase & Challenge will open and be accepting entries for the 2012 I/ITSEC August 1st.

Whether you’re an individual, small business or big business – the Serious Games Showcase & Challenge is open to you!  

Submissions can be targeted to training in any segment, including education, corporate, or military.  

If game development is your past-time (indie game developer), your intended field, or your current business you can create a game into a training solution to enhance training. It could put your work in front of some of the best gaming and simulation companies in the world.

Email: Sgschallenge at gmail.com 
Or visit SGS&C new website at  http://www.sgschallenge.com for more information

Rabu, 25 Juli 2012

Experts Dissect Serious Games Assessment @ Serious Play Conference


Do Serious Games Really Encourage Learning?



While using Serious Games as a teaching tool is becoming more common place, with even the President appointing Constance Steinkuehler as an adviser on game based learning, it is still difficult to measure the effectiveness of these instructional methods. 

Experts in the field of game assessment will shine a light on the issue of performance measurement and ROI in games and virtual worlds for education, health care, government/military Sims and corporate training at Serious Play Conference

Here is the PRESS RELEASE:

Do Games Really Encourage Learning?

Experts Dissect Assessment at Serious Play Conference

SEATTLE – July 24, 2012 -- Do non-entertainment games designed to teach really work? 

Experts in the field of game assessment will shine a light on performance measurement and ROI in games and virtual worlds for education, health care, government/military Sims and corporate training at Serious Play Conference, a leadership conference studying the future of Serious Games, Tuesday – Thursday, August 21 – 23 at DigiPen Institute of Technology, just outside Seattle in Redmond, Wash.  

Leading a panel on “The Challenges of Measuring Game Effectiveness” will be:
·         Eva Baker, Director, CRESST at UCLA
·         David Gibson, CEO, simSchool
·         Ken Spero, Executive Director, Immersive Learning University

All panelists will do individual sessions as well.  Other speakers evaluating non-entertainment game performance include: 

·         John Low, Chief Creative Officer, Carney
·         Patrick Shepherd, Education Director, U.S. Office of Government Ethics
·         Jenn McNamara, Vice President, Serious Games, BreakAway
·         Lawrence Suda, CEO, Paladine; NASA consultant
·         Helen Routledge, Instructional Design Manager, Pixel Learning
·         Ran Hinrichs, CEO, 2b3d

Last Call for Early Bird Discounts for the Conference http://www.seriousplayconference.com/register/

About Constance Steinkuehler

Constance Steinkuehler currently holds a position as a Senior Policy Analyst at the Office of Science and Technology Policy in the Executive Office of the President. For this position she advises on national policy decisions relating to the impact of video games and also how play relates to learning.

For the duration of her position with OSTP, Steinkuehler is on leave from her position as an Assistant Professor in the Digital Media program in the Curriculum & Instruction department at the University of Wisconsin–Madison.

Dr. Steinkuehler is a founding fellow of the Games+Learning+Society Initiative and chairs the annual Games, Learning & Society Conference held each summer in Madison, Wisconsin. In 2009, she served on the National Academy of Sciences committee on games. She was also in a pilot TV show called Brain Trust. The show was piloted in 2008 and featured a team of thought leaders working collaboratively to solve seemingly unsolvable problems.


Jumat, 06 Juli 2012

Serious Game Expo 2012 Unveils Its New Edition


The 8th Edition of Serious Games Expo has officially kicked-off!


Via: Serious Games Expo - Interactive Solutions For Training, Communication and Sales

Serious Game Expo has become the reference for Serious Games and Advergames in Europe. 

The 8th Edition of Serious Game Expo will open its doors on October 22-23, 2012 at the Lyon Congress Center – Cité Internationale.. Serious Game Expo is the place to be for Serious Game developers in France and in Europe. The 2011 Edition hosted more than 1000 visitors and 42 exhibitors.

Serious Game Expo is conceived to gather key Serious Games Market players, creating the context for them to share expertise in a lively environment. 

For more information and registration click here

Minggu, 01 Juli 2012

Active Learning With Business Serious Games In Higher Education


Serious Games explaining complex business concepts to students


Guest Post by Zsuzsa Jakab - Business Development Manager at Cesim Oy

Have you ever tried explaining complex business concepts to your students? If so, you'll know that it's difficult because many of the real life nuances of business decision making get lost in the process. So what do you do? Many people have found success by using active learning tools like business simulations However, there are a few things you should know before you buy and implement a business simulation to ensure that it’s a roaring success in your class (please find also CNN Today On How Serious Games Can Make You Smarter)
 
This post will tell you three things; (1) what are Business Serious Games(2) what you need to know to make sure you select the right solution that will let you successfully illuminate various business concepts to your students, and (3) what are some Business Serious Games for specific disciplines that you can use.

1. What are business simulations?

Business simulations are active learning tools devised to create a controlled and risk-free economic environment in which participants can practice strategic business decision-making. As a consequence of the simulation game, students will understand the impact of their actions and the interconnectedness of various functional areas within a company. 

Increasingly business simulations come in an accessible browser-based form that makes them easy to incorporate into either a blended or completely online learning format. 

2. How to select the right learning tool for your course?

If you're looking to introduce business simulations into your course, the best method to ensure you end up with something that lets you facilitate without a hitch is by looking for these qualities: 

·         Make sure your chosen tool is completely browser-based. If it isn't, you'll have trouble running it effortlessly in some formats that incorporate online distant learning.
·         Ensure your business simulation has a comprehensive student guide so you can concentrate on educating instead of explaining the rules of the game.
·         Any good business simulation should let you set the course schedule and share additional learning materials with your students. This is important because it provides the flexibility to tailor the simulation game to your exact needs.
·         More specifically, the business simulation should reflect the concepts and theories you'd like to give a practical expression to in your course.
·         Finally, it is important to confirm that the business simulation generates accurate and detailed results, so you can grade your students based on a variety of factors if you wish.

While not necessary, some great bonus features of a good business
simulation are scalability, customizability, and compatibility.

3. What are some business simulations for certain disciplines?

The rapid development of education technology coupled with the increase in need for more and more sophisticated learning tools led to the proliferation of Business Serious Games as well. Now there are models for a great number of business disciplines, including international business and strategy, marketing, supply chain management, hospitality management, and more.

Below are selections of them from Cesim Business Simulations that have been used by over 300 higher education institutions worldwide:

Strategy and Management Simulation

Cesim Global Challenge has been designed to improve student understanding of the complexity of global business operations in a dynamic, competitive environment. It's used in strategy and international business courses at graduate and advanced undergraduate levels, executive MBA programs and capstone courses.

Key learning areas: Technology-based product road maps and global market and production strategies. A range of concepts from various management-related disciplines: economic, political, financial, human resources, accounting, procurement, production, logistics, research and innovation, and marketing.

 

 

Small Service Business Simulation

Cesim OnService business simulation is designed to teach all essential elements of running a small services business. It's used in entrepreneurship courses at various levels, college preparedness courses, undergraduate courses focused on core business processes, advanced business courses at the secondary education level.

Key learning areas: Management of the overall operating, market, and financial performance, with human resources management, capacity management, investments, service quality, pricing, and marketing as the key decision making areas.
 



Marketing Management Simulation

Cesim SimBrand develops student understanding and command of the whole marketing decision-making process. It's used in marketing management courses at any level.

Key learning areas: The simulation covers marketing topics including segmentation, positioning, distribution channel investments, advertising budget allocation, after sales services, pricing, sales forecasting, marketing research, competitor analysis, research and development, and profitability.

 

 

Hospitality Management Simulation

Cesim Hospitality is an interactive hospitality simulation game, which focuses on running a hotel and a hotel restaurant. It's used in business and management courses at undergraduate and graduate levels in hospitality and tourism programs.

Key learning areas: Hotel management related functions; revenue management, sales promotion, menu engineering, housekeeping, staff management and procurement. 

Big picture understanding of the linkages between different functions and their impact on the bottom line.
 
  
 Claim your trial instructor account and a live walkthrough of Cesim Business Simulations here: www.cesim.com/sign-up-for-a-demo 

About Cesim Business Management Simulation Games

Cesim Business Management Simulation Games help educators improve the decision-making skills, business competence, and overall employability of participants by engaging them in an interactive and fun online learning environment.

Cesim’s Chairman and Founder, Ilkka Vesterinen, established the company to provide intellectual challenges for individual business skills. After playing business games as a hobby and founding them to be so rewarding, his purpose was to enable others with practicing and deeper understanding in an efficient, motivating and fun way.

They match or develop a Business Serious Game to the learning goals – which in turn gives them the challenges and the motivation that they feel proud of.

Innovative Simulation Games that run themselves without administration and technical limits for tens of thousands of users in all the continents was their dream when they started. Today they are looking for new ways to exceed themselves in the fascinating world of Serious Games.

About the Author

Zsuzsa Jakab, has over 5 years of experience from various fields such as mobile technologies, game design and digital marketing (both on the production and project management side). 

Prior to joining Cesim, she was a project manager at the Finnish marketing agency FWD Helsinki, where she had successfully led a creative team of digital marketing professionals to deliver projects to clients such as Sonera and Global Champions Tour.

She has joined Cesim, because she deeply believes in the educational value of their innovative learning solutions, and as a business student herself, she derived great value from the hands-on practice that such tools provide.

Senin, 07 Mei 2012

Serious Games Helping Children To Cope With Stress


Serious Games providing children mechanisms for coping with emotional concerns in their own lives


Via: Numedeon, Inc – Whyville Launches Innovative Avatar Based Education Program To Help Children Cope With Stress

Working in collaboration with the Massachusetts School of Professional Psychology Numedeon (please find also Whyville: Serious Games Inspiring Children’s Fashion) last week launched an innovative new avatar -based effort to provide children mechanisms for coping with emotional concerns in their own lives.

Designed to introduce coping skills and techniques to children, a simulated avatar wanders into Whyville chat rooms and profess to be upset.  Whyvillians in the chat rooms select question envelopes and then work together to figure out what is wrong, subsequently picking advice envelopes to offer to the avatar in distress.  When sufficient appropriate advice has been offered, the avatar is no longer distressed and Whyvillians are rewarded with a "clam storm", in which Whyville’s virtual currency rains from the sky.  


 In the few days since launch, more than 10,000 children have opened more than 100,000 question envelopes in an effort to better understand the emotional malady of the wandering avatar.  Numedeon intends to expand this project to additional forms of emotional challenges for children.


Kamis, 26 April 2012

SimTecT 2012: Serious Games Showcase & Challenge Goes Global


I/ITSEC-SGS&C encouraging additional Serious Game contests worldwide



Via: SimTecT 2012SimTecT Serious Games Showcase & Challenge – Australia & New Zealand

The Serious Games Showcase & Challenge held annually at I/ITSEC is now in its 7th edition and the quantity and quality of the entered Serious Games have both risen significantly over the years.  

Seeing more and more Serious Game development in the international market, SGS&C organizers have decided to encourage this trend while also increasing their exposure to the US market. Accordingly, SGS&C as of 2012 is encouraging additional Serious Game contests at key conferences across the globe, and offering their winners a guaranteed spot as a finalist within the SGS&C.  

The International Serious Games Showcase & Challenge inauguralevent will take place in Australia & New Zealand at the upcoming SimTecT 2012.

Dates

 01/05/2012 - Finalists will be notified via e-mail

 20/06/2012 - 2012 Contest Awards at SimTecT

The SimTecT Challenge

A regional first, the purpose of the SimTecT Serious Games Showcase & Challenge – Australia and New Zealand is to promote Australia and New Zealand’s considerable and innovative development talent, and represent interactive Serious Game solutions nationally and internationally. SimTecT 2012 will be the first time that this competition has been run outside of the annual I/ITSEC Serious Games Showcase & Challenge event with links directly to that event.

This is a fantastic opportunity for national and international exposure, with the Grand Prize winning entries automatically be awarded a place at the Serious Games Showcase & Challenge Competition held at I/ITSEC, Orlando in December 2012.

All entries will be judged by representatives in leading gaming, academic and industry companies in three primary areas:

·         Solution to a Stated Problem
·         Technical Quality
·         Playability/Usability

Innovativeness: Higher scores can be achieved in each of the evaluation areas based on innovative approaches within those areas. 

Mobile: For games in the mobile platform game development category, they will be further evaluated on how well the game objectives translate to and utilize a mobile or handheld platform.

The Evaluating Committee will select one winner each from the Student, PC and Mobile categories. Winning games will be announced and recognized at the SimTecT Dinner on 20 June (see http://www.simtect.comfor conference schedule).

The SimTecT Serious Games Showcase & Challenge – Australia and New Zealand is hosted by Simulation Australia and the Serious Games Consultancy in connection with SimTecT at the Adelaide Convention Centre in Adelaide, South Australia.

Simulation Australia Background

In 1994 the Defense Science and Technology Organization (DSTO) collaborated with industry and academic representatives on a Co-operative Research Centre (CRC) proposal for simulation-related research and development. While that proposal was not funded, project participants were enthused and decided to form an association, led by industry, to further the use and development of simulation in Australia. DSTO also hoped that such an association would manage a newly established annual simulation conference.

In 1996, after planning and negotiation, the Simulation Industry Association of Australia (SIAA) was formed. Its primary goal was to conduct an annual conference, which it did so. SimTecT is held in May/June each year. SIAA had a mission of advancing the research, development, and use of simulation technologies and practices in Australian industry, academia, and government. As SimTecT grew in size and interest in, and awareness of, simulation also expanded, and it became evident that being an ‘industry’ association was a limiting factor on growth and potential.

The Board undertook an extensive review of operations and future possibilities and in 2010 SIAA became Simulation Australia whose vision is to be the National Peak body for the simulation community in Australia, with the purpose of increasing the use of simulation in achieving organizational goals.