We’re running a little late, but the week was still chock-a-block with some of the best stuff from the world of serious games, simulations and game based learning!
The sheer amount of survey-driven information this graphic puts forward is simply astounding. If anything, it confirms what has long since been suspected and observed with the current generation of students – they’re becoming more tech-savvy. As they become more and more comfortable with high-tech gadgetry (which is something that starts with the home), Educational institutions are going to have to radically begin to change their approach to educating a generation of students who will be far more engaged with digital media than they will with traditional ones.
While this doesn’t mark the end of the classroom as we know it, this infographic does re-iterate the positives that students themselves see in the devices they’re glued to. The real challenge is, quite like what Gutenberg faced with the Bible, spreading traditional knowledge in a new way that helps keep younger audiences engaged and interested in learning with a more relatable method.
Definitely worth reading!
Eliane Alhadeff has a lovely story about an equally lovely little game which is quite similar to Dear Esther in the sense that it tells a very charming and touching story of a family.
To be honest, the real key thing about this isn’t so much the game itself, it’s the distribution of the game – It’s available for multiple platforms through Steam. Why is this important? Steam happens to be one of THE most popular places for digital games downloads right now. If the trend of creating elearning content and putting it up on Steam continues, there will be no real reason for small developers to create educational games they would want to play and which the community at large can comment on and help mould during development with the help of Steam Greenlight.
That isn’t to say the Greenlight system doesn’t have a unique set of problems on its own – however, what IS important here are the pioneering steps that are being made to getting e-learning content into the mainstream and accessible by anyone who genuinely wants to have a fun, yet learning experience.
All in all, pretty amazing stuff and I really hope Steam takes a good initiative to help bring learning software to a larger audience like they’ve managed to pull off with games.
Let’s be honest here – NASA, as an institution, is perhaps one of the most widely recognized authorities on Space in the world.
So you can imagine how amazing it is to come across a link where they actually make some very interesting games to help teach children about space and science, ranging from topics probably covered in children’s schools, to some trickier material which covers fairly advanced and newer technologies like GPS.
What we at Indusgeeks love most about these isn’t just the attempt to help children learn and encourage them to become tomorrow’s scientists and engineers, but also the execution of it that actually makes for fun learning, regardless of age group. Some of us aren’t ashamed to admit than when the link was passed around the office, we spent a considerable amount of time playing some of the games.
We at Indusgeeks believe that the power of learning also comes a great deal from the motivations of the people who teach. NASA is one such organization, and their passion in learning the mysteries of the universe clearly shows in their work.
Those who love reading on learning theory will love this particular visual representation of Knowles’s five assumption of andragogy. It drives home some of the most important tenets behind designing content for consumption by adult learners.
One of the best parts about this post was definitely the summarization of the information from the original publication to allow for a better understanding amongst people new to learning and education theory.
This was an interesting blog post by Coffee and Design, a blog that covers some of the finer nuances of Instructional Design. One of the biggest things we found interesting was the fantastic analogy that the author, Dave Hallmon, made with regards leveraging good content. We won’t be spoiling the surprise, but it’s definitely worth reading for yourself!
Well, that’s all for this week – stay tuned for another update on the world of Serious Games and Game Based Learning next week!