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Oct 11 Free Webinar: Successfully Integrating Serious Games Into Learning Strategies

Helen Routledge, CEO at Totem Learning, is running a free webinar Thursday, October 11, 2018 on how to successfully integrate Serious Games into learning strategies.
The webinar will cover essential topics such as “What it takes to make a great game”, “Ensuring buy-in from the business” and “How to work well with a developer to get the most from your game”.
Date: Thursday 11th October 2018 Time: 14:00 UK time – 9:00 AM EDT Fee: No fee
The registration form is now available at  http://www.totemlearning.com/webinars/
The webinar content will be taken from a highly successful presentation given at the Business Excellence Conference in Lisbon last week.
In the webinar, Helen will draw from her 15 year experience in the Serious Games Industry. In that time, she has seen all the major developments in serious gaming, been involved in numerous award-winning projects, and also witnessed common pitfalls and misconceptions that can get in the way of a successful Serious Game development endeavor.
The s…
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Scratch 3.0 Tinkering & Coding Game Available In Beta

Image credit: Scratch coding game by the Lifelong Kindergarten research group at the Massachusetts Institute of Technology (MIT) Media Lab
Scratch is a block-based code platform that makes it easy for kids to learn about coding through tinkering. Primarily aimed at children aged 8-16 but being used by people of all ages, Scratch reaches millions of kids around the world across 196 countries and in more than 70 different languages.

Scratch was originally launched in May 2007 by the Lifelong Kindergarten Group at MIT Media Lab as a downloadable desktop application. Kids could create their own interactive stories, games, and animations on their computer and share them with the online community by uploading them to the Scratch website. 

The release of Scratch 2.0 brought the game to the web in 2013, resulting in exponential growth in the Scratch community. Scratch is now the world’s largest coding platform for kids and it is available worldwide, for free. To support the continued growth of S…

JumpStart Launches Game-based Learning Ecosystem Directly Into Schools

Image credit: JumpStart Academy
JumpStart, a company specialized in game-based learning for kids, yesterday launched its first school product release under its new JumpStart Academy(JSA) product line - immersive gameplay, aligned with national and state standards for English and Spanish speaking students. 
JumpStart Academy is aschool2home game-based learning ecosystem that provides integrated products, technology and tools for students, parents, and teachers, aiming to improve students' educational experience inside and outside the classroom.
According to the PR, all Jumpstart Academyproducts will include a curriculum navigator, analytics for both teacher and district as well as multiplayer features. 
David Lord, CEO of JumpStart, says "Our focus has always been great content delivered to children. Now, JumpStart Academyputs a new emphasis on that, and focuses on tailoring experiences for teachers with innovative school products that foster collaborative learning and adapt to …

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 …

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 …