2018 G4C Student Challenge: Program, Winners and Award Ceremonies

 

Games for Change is thrilled to announce the 28 winners of the 2018 Games for Change Student Challenge and to recognize the partners, organizations, educators and students who contributed to making this year’s program a resounding success.

 

Competition Results

 

The 2018 G4C Student Challenge competition yielded nearly 600 games, created by over 1,100 students – some working as individuals and others in small teams. This year, students were challenged to design and code games about four social impact themes: Connected Cities, Kindness & Empathy, News Literacy and Wildlife Conservation. The winning games teach strategies for preserving pollinators and mountain lions, Read the rest

Frans Mäyrä on research leave

Professor Frans Mäyrä will be on research leave, acting as a Professorial Fellow in IASR, on period 1 August 2018 – 31 July 2019. Most recent information about whom to contact regarding COMS education and administration related matters can be found at: https://www.uta.fi/coms – for UTAgamelab and IGS degree program related important matters, please contact the Acting Professor, Olli Sotamaa (olli.sotamaa [at] uta.fi).

Author: Frans
Source: https://gameresearchlab.uta.fi/2018/07/31/frans-mayra-on-research-leave/Read the rest

KPMG Serious Game Uncovers Full Scope Of Prospects' Requirements


Space Advisors, a sales game developed by the Gronstedt Group for KPMG, has won silver honors in the 2018 International Serious Play Awards competition in the Corporate category.

Working in close collaboration with subject matter experts at KPMG, Gronstedt Group developed a Serious Game that helps uncover the full scope of a prospective client business requirements so that the company can select the appropriate KPMG service group to tailor a solution for each client opportunity.

Game Background

KPMG’s Advisory Professionals are trusted counselors to the world’s largest, most successful organizations. They face a big challenge, though: Read the rest

Validation Study Results For Game-Based Learning Across Europe 2017-2018

Following my prior posts Serious Games Enhancing College-Level Art History Learning and New Serious Game Transforms Calculus Principles Into Visually Engaging Challenges, addressing respectively Triseum’s art history game ARTé: Mecenas™ and calculus game Variant: Limits™, results from Triseum’s Year-Long Game-Based Learning Validation Study are now available to the public.

Both the executive summary and the complete study can be downloaded from European Schoolnet’s Future Classroom Lab. Additionally, teachers shared their feedback and findings in two webinars. Archives of the the ARTé: Mecenas results webinar and Variant: Limits results webinar are also available.


Image credit: Triseum – ARTé: Mecenas™ Read the rest

China On-Track As The Leading Country In VR Classrooms

According to Digi-Capital’s Augmented/Virtual Reality Report, the VR and AR industries are forecasted to be worth USD $115 billion by 2022, as almost all industries will incorporate virtual and augmented reality into training programs, products or services.

This kind of projection has not escaped the eyes of governments from several countries taking note and planning for the infiltration of VR and AR across the education sector.

In the article Why Are Governments All Over The World Investing In VR And AR For Education?, Totem Learning Blog brings to our attention that China, through municipal and national governments, has Read the rest

Gamification Advice: Points

Generally speaking, in gamification, a reliance on nothing but the unholy trinity (Points, Badges and Leaderboards) is a guaranteed recipe for eventual failure.

However, that does not mean they should be ignored – especially not points!

Points are how a system records activity, tracks progress, understands achievements – they are the currency of gamification. That said, they don’t need to be the central focus of the user experience in a gamified solution. In fact, they can be totally hidden from view at all times, just ticking away in the background making other more interesting things happen for the … Read the rest

How playful design is transforming university education

Video games have inspired a revolution in university teaching. Pictured here is a scene from the popular game Fortnite Battle Royale. (Sergey Galyonkin, Epic Games Berlin via Wikimedia Commons), CC BY-SA

A group of 25 interns sit at Baycrest Health Sciences, a research centre for aging in Canada, their eyes glued to their smart phones. They are playing SOSan award-winning game that simulates real-world gerontology practice — where they compete with other students to earn virtual currency.

Across town, a group of professors sit around a table at George Brown College, designing a role-playing game … Read the rest

We’re hiring: Operations Intern at Games for Change


 
About this Job
 
Games for Change is looking for an operations intern to support a range of projects
promoting games for social impact this Fall. Candidates for this unpaid internship should
meet the below qualifications and requirements.
 
Position Details:
 
Support G4C staff in daily activities and collaborate on special projects, as assigned
Conduct research on games, game-related programs, tech opportunities and
interventions, and game developers
Help us keep our office organized, and file and scan documents
Assist with billing and bookkeeping
Assist with In Kind donation outreach and organization for the National Student
Challenge, Games for Change Festival and other … Read the rest

Serious Games For Biological Prototyping Prior To Real World Experiments

Cell Studio is a platform for real-time simulation and visualization of biological environments, aimed at biologists, biophysicists and researchers in computational biology and systems biology.

The platform leverages on three value propositions:

Biological Prototyping Aid researchers in modelling and simulating biological scenarios in silico, in order to better understand the modelled system, and test a biological hypotheses prior to conducting a real biological experiment;

Ease of Use – Designed to be intuitive and approachable. Preparing an experiment is done using a graphical user interface, while navigating it dynamically in 3D encourages intuition about processes that are otherwise hard to Read the rest

Am I Evil? Gamification Brought Into Perspective By My 11 Year Old!

I had an interesting chat with my eldest daughter recently. As with many chats with her, I was left thinking about the choices in my life… yeah, she’s reached that age!

  • O: I really want this shark in my game. It is only 500 crystals!!
  • Me: And how much do 500 crystals cost?
  • O: Well, I’ve got £10 in my purse and I would pay you back as soon as I can?
  • Me: So it’s more than £10?
  • O: It’s £20, but…
  • Me: £20!?!??! Of real actual money for a f@#king shark graphic in an iPhone game!??!?!?!??!
  • O:
Read the rest