Nov 16, 2010

Serious Games in the K-16 Classroom: Google Tech Talks Video, via Jonathan Brill

In the following video, Victoria Van Voorhis discusses educational software and the Serious Games in Education movement:

Thanks to Jonathan Brill for the link!

Below is a presentation I gave at the 2008 Games for Health conference:

Descriptions, stories, and links related to the screen shots of the first slide of the above presentation: (Some of the links may need to be updated.)

The science screen is an interactive 'gizmo' from Explore Learning. Something like this could be incorporated into an educational game.

I’m pretty sure that the picture of the ancient building was from the VAST project, described in the article 'Reviving the past: Cultural Heritage meets Virtual Reality' by Anthanasios Gaitatzes, Dimitrious Cristopoulos, and Maria Roussou. (2002, ACM) The Foundation of the Hellenic World was involved with this project.

Maria Roussou has been involved with a variety of interesting immersive projects:

The people from the Institute for Advanced Technologies in the Humanities at the University of Virginia are doing similar work through the Rome Reborn project:

Note: I thought that it would be cool to have a game for health that integrated with history, so that students could learn about how people from the past handled health and diseases, and learn how scientists from the past came up with solutions that help us today.

The picture of the dragons on the space station was from a game called 'Relax to Win', created by Phil (gary?) McDarby and the MindGames team when he was at MediaLab Europe, which disbanded in 2005. Here is an article about Relax to Win, from 2002:
McDarby now works as the creative officer of Vyro Games, which focus on stress management.
Rationale: Stress management games are good for health!
Media Lab Europe and MindGames:
Vyro Games:

The cool geometric image was from a project from the Interactive Media Group, Vienna University of Technology: Educating Spatial Intelligence with Augmented Reality
The project targeted high school geometry students, with a goal of increasing spatial ability and improving transfer of learning. The program is consistent with Universal Design for Learning principles.
I think that some of the applications involved in this application could be useful in games designed for cognitive rehabilitation or habilitation. Related to this project:  'An Application and Framework for Using Augmented Reality in Mathematics and Geometry Education': and Hannes Kaufmann’s Dissertation: Geometry Education with Augmented Reality:

The remainder of the pictures:
The Cloud Game:

The picture with the two people is from Kar2ouche, from Immersive Education. Kar2ouche is a creative role-play, picture making, story-boarding and animation software. It is enabled for use on interactive whiteboards:

Hazmat HotZone is a multi-player simulation game used to train first responder teams:

The underwater scene is from FreeDive, from FreeDive, that is used as a pain distractor. I also think it could be used for stress reduction for children.
The game pad is a DanceDance Revolution pad, used as an 'exergame' in many schools to combat the increase in numbers of students who are overweight or obese.

'Dance Dance Revolution: Healthy for Kids'

The classroom scene is is from a virtual reality application:
Rizzo, A., Bowerly, T., Buckwalter, J., Klimchuk, D., Mitura, R., Parsons, T.D. (2006). A Virtual Reality Scenario for All Seasons: The Virtual Classroom. CNS Spectrums, 11, 1, 35-44.

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