Why Serious Games differ to elearning; it’s obvious no?

Regardless of the obvious point; of fun, delivery, platform, graphics, etc etc, there is so much more to a serious game experience than there is to an elearning piece.

Where elearning is a delivery platform for information and each screen is weighted pretty much equally with the goal of imparting certain information and then ‘assessing’ that information, not every action or event within a game is about increasing/assessing the skill level of the user. Yes that’s the ultimate target but there is so much more going Read more of this post

Behaviour Change

A short animation on behaviour change – 6 minutes well spent!

This animation really brings to light how we need to alter the way we view changing behaviour. Understanding the principles under which behaviour will change is the most crucial aspect above emotions and attitudes and information.

What the Gamification of Feedback Means to Learning Design – PDOA (Public Displays of Achievement)

Gamification has spread from marketing to learning and development, and at PIXELearning we’re often asked to design leader boards, badges and public rewards into the feedback mechanism of our Serious Games.

I felt it might be a good time to take a moment to check out the pros and cons of gamifying feedback.

 

So, before I go any further Read more of this post

Assessment and Teaching of 21st-Century Skills (ATC21S) using Serious Games

The ATC21S project is a multi-stakeholder research project lead by the University of Melbourne and sponsored by Microsoft, Intel and Cisco. The project aims to use assessment as a foundation for change. To make effective changes at the classroom level it is important Read more of this post

We’re turning into attention junkies, looking for our next big hit.

We’re now well on the way to being blasé about the term gamification. It’s certainly grabbed peoples attention in a way the term Serious Game never did. I’m glad to see some more balanced discussions about the topic too but there’s still so much that concerns me and so I believe its important to continue the dialogue (beyond purely commercial motivations) and look at the psychology behind the idea. So I thought I’d re-post my response to a recent blog on the power of Gamification, feel free to continue the dialogue, but I certainly won’t be awarding you any points for doing so ;)

Gamification is something that fascinates and concerns me right now. As a psychologist Read more of this post

Innovation In Learning; The Six Sigma Serious Game

For those of you who attended Learning Technologies 2012 and those who didn’t make it! Here is a copy of the presentation by myself and Kate Smith of Capella Associates. Enjoy :)

Brain studies show why games engage us!

New research published by on the Yale Daily Bulletin by Yale researchers suggests the human brain devotes a lot of resources to the outcome of games. New studies show the whole brain Read more of this post

eLearning Innovation Seminar- The Presentations

As promised the presentations from, a very successful seminar if we do say so ourselves, are freely available.

The first presentation you see here is from Andy Hasoon, Director of Strategy for Intellego introduced the Read more of this post

Viagra for marketers? MSG for consumerism? Solution to all our woes? Erm…I don’t think so! Why Gamification bugs me…

The hype around ‘Gamification’ has been gaining momentum for the best part of this year and seems to be more acceptable than Serious Games ever was/is as an industry label. However; as with all fads, they don’t all stick, and they’re not all good for us. And yes, at the moment I see Gamification as a fad, similar to the early days of social networking. In my mind it is yet to be proven to be anything more than a slick buzzword. Now social networking has taken off, in a big way, but will gamification do the same?

As a serious game designer I love the idea of more game mechanics in our lives and it looks like gamification is becoming an ‘acceptable term’ where serious games has failed to gain a footing. However; without trying to be melodramatic there may be Read more of this post

Microsoft gives $15M to schools for games and cloud

 

The President of the United States hosted an education roundtable with business leaders, Secretary Duncan, Senior Advisor Valerie Jarrett, Domestic Policy Council Director Melody Barnes, America’s Promise Alliance Chair Alma Powell and Founding Chair General Colin Powell to discuss building upon strong industry-led partnerships that are working to transform the American education system. Other corporate partners in attendance include representatives from the Business Roundtable, the U.S. Chamber of Commerce, the Business Coalition for Student Achievement, the Business-Higher Education Forum, and the United Way.

Fred Humphries, senior vice president at Microsoft, met with Pres. Barack Obama in a Monday roundtable on education reform with other business leaders from State Farm, Intel, AT&T, Time Warner, Accenture and others.

“A world-class education is the single most important factor in determining not just whether our kids can compete for the best jobs but whether America can outcompete countries around the world. America’s business leaders understand that when it comes to education, we need to up our game. That’s why were working together to put an outstanding education within reach for every child,” said President Barack Obama.

“Around the world, every day, students are engaged in playing games. These digital exercises provide us insight into their motivations and passions. And yet, our classrooms and content take little advantage of this information,” Anthony Salcito, vice president for Microsoft Worldwide Education.

New commitments announced during the round table included Research and Development for Next Generation Learning Models and Resources for Students and Teachers: Building on its history of commitment to education and recent $25 million STEM Scholarship grant program in Washington State, Microsoft Education is announcing a new $15M investment in research and development for immersive learning technologies including game based instruction and the creation of a lifelong learning digital archive. Through the creation of these innovative solutions, the disengaged can become passionate problem solvers and the struggling student can be offered other pathways to success.  Rooted in this investment is the understanding that technical innovation alone will not help. Therefore, over the next 3 years, Microsoft is committing to train over 150 thousand educators and leaders and provide access to professional learning communities and training to every teacher in the United States through the new Partners in Learning Network.

The full White House press release can be found here.

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