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UNESCO MGIEP Promoting Serious Games For Kids Education

Image credit: TECH 2018, UNESCO MGIEP’s Transforming Education Conference for Humanity
The UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development (MGIEP), headquartered in New Delhi, India, is the UNESCO’s Research Institute that focuses on education for building peaceful and sustainable societies across the world.
In line with its vision of Transforming Education for Humanity, the Institute employs the whole-brain approach to education, with programs that are designed to mainstream Socio-Emotional Learning in education systems, innovate digital pedagogies and put youth as global citizens at the center of the 2030 Agenda for Sustainable Development.
UNESCO MGIEP, through its Games for Learning project, seeks to embed core values of empathy and critical thinking in formal and informal learning spaces. The Institute promotes game-based learning as a form that can be especially appealing and simultaneously educational for youth.

UNESCO MGIEP is collaborating with …
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K20 Center Offers 14 Serious Games Proven More Effective Than Traditional Learning Tools

Image credit: K20 Center @ University of Oklahoma
The K20 Center for Educational and Community Renewal at the University of Oklahoma is a statewide education research and development center which promotes innovative learning through school-university-community collaboration. It is said to be an “Oklahoma powerhouse of authentic resources for teaching and learning for Oklahoma’s educators and students in grades K-12.”
The K20 Center’s IDEALS framework sets the stage for the ten research-based practices linked directly to high student achievement (IDEALS is an acronym for Inquiry, Discourse, Equity, Authenticity, Leadership, and Service) and has done extensive study and analysis on the effects of digital game-based learning.


K20’s portfolio includes 14 Serious Games, which have been shown empirically to be more effective than traditional learning tools such as lectures and videos.

Through a partnership with OneNet, K20 is now offering these 14 different game-based learning titles at no cos…

G4H 2018 Game Builds Resilience In Teens Facing Health Issues

Image Image credit: Shadow’s Edge by Resonance House, LLC
Games for Health Europe 2018, to be held on 8 & 9 October at TAC (Temporary Art Centre) Eindhoven in The Netherlands, includes on its first day program the session Can A Mobile Game Change A Sick Teens Life, presented by Rosemary Lokhorst, Executive Director at Resonance House, LLC, a wholly owned subsidiary of Community Foundation Silicon Valley.
“Rosemary Lokhorst is a technology entrepreneur and game producer, a professional geek with a creative mind and an interest in looking at things from a different angle. During her ascending career, she has worked in several Fortune 500 companies before investing in and joining a start-up with the mission of improving quality of life through technology in urban developments.
Over the years, she developed a keen interest in the storytelling potential that technology offers, and the potential for creating stories that are supported by the right technology in getting their message across…

G4H 2018 Serious Games To Play & Learn How To Manage Diabetes

Image credit: Tako Dojo game by Grifo Multimedia
Games for Health Europe 2018, to be held on 8 & 9 October at TAC (Temporary Art Centre) Eindhoven in The Netherlands, includes on its first day program the session Tako Dojo: A Game App For Kids With Diabetes, presented by Roberta Memeo.

Graduated with honors in Arts from the University of Florence (Italy) in 1993, she has been working for Grifo Multimedia  since its foundation in 1997. She recently successfully managed PERGAMON (PERvasive Serious GAMes suppOrted by Virtual CoachiNg), a project funded under the ICT Call of the Horizon 2020 Program, and has been working as project management in Tako Dojo, a Serious Game for diabetic children developed by Grifo and sponsored by the pharma company A. Menarini Diagnostics

Tako Dojo is a game created and designed to meet the needs of young patients with diabetes, encouraging self-empowerment for independent management of their disease, and supporting treatment adherence.

Tako Dojo is set in …

G4H 2018 Serious Games Improving Laparoscopic Skills

Image credit: Underground game by Grendel Games
Games for Health Europe 2018, to be held on 8 & 9 October at TAC (Temporary Art Centre) Eindhoven in The Netherlands, includes on its first day program the session Saving Robots Improves Laparoscopic Performance: Transfer Of Skills From A Serious Game To A Virtual Reality Simulator, presented by Wouter IJgosse.
Wouter M. IJgosse works as a PhD candidate at the Department of Surgery, Radboud University Medical Center, Nijmegen. He started his research on the topic of surgical education addressing the use of new technologies for basic and advanced laparoscopic skills training and is now focused on the potential of Serious Games in this area.
Surgical doctors-in-training residents all around the world have access to various box trainers and virtual reality simulators to train and maintain their laparoscopic skillset. However, due to a high workload, at the end of the day not everyone has time and energy to practice on these repetitive mach…

The Case For Blockchain-Based Educational Games

Image credit: Cryptage Origins - example of a game powered by the Blockchain
Play Labsis a summer accelerator hosted at theMIT Game Lab, providing mentorship and advice on playfultechnologies to startup companies in any industry.The span of playful technology includes Video Games and eSports, Virtual Reality and Augmented Reality, AI & Machine Learning, Media Visualization and Streaming.
This year, MIT Play Labs has expanded its list of “Playful Tech Eligible Startups” to include Blockchain startups coming out of the MIT ecosystem, expecting innovations beyond cryptocurrency.
Although only a decade old, Blockchain technology has already proven to be a significant catalyst for disruption across multiple industries. From logistics to facilitating cross-border transactions, this new technological framework has shown tremendous potential to decentralize and challenge highly entrenched industries. It has been considered as part of the fourth industrial revolution since the invention of st…

Serious Games Rapid Authoring Tools Coming On The Market At Fast Pace

According to the latest Metaari’s Game-based Learning Market Report, the growth rate for Serious Games authoring tools and platforms is the highest of the three surveyed product types: custom educational game development services, authoring tools and platforms used to create and deliver Serious Games, and eleven educational game categories historically covered.
Dedicated Game-based Learning tools are relatively new on the market but new specialized rapid authoring tools continue to come on the market at a fast pace, with over 40 new companies launched since 2015 identified.
Revenues for tools shall surge over six times over the forecast period 2018-2023.
Inscape authoring platform is one example! (Please find also Muzzy Lane Launches Cloud-Based Authoring Service For Do-It-Yourself Serious Games, APPLIO Aspires To Change The Way Organizations Utilize Serious Games, and Coherent SG Helps Serious Games Developers Deliver Outstanding UI Faster).
Over the last two months, DIGINEXT announced …