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Because through the right use of a computer game we can create interesting and stimulating environments.

Games offer a competitive but non-threating environment, they allow to build positive relationships, they provide a common language between students, they have cultural relevance to them.

Good teachers use good tools.

Games offer challenge, progression, reward, personalization and real-time interaction.

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Games in Schools Module 1: Useful Background and Resources

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Games in Schools Module 1: Useful Background and Resources

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Hace 5 años el plazo del aprendizaje basado en juegos en realidad no existía o más bien la gente gustaban no realmente en busca de ella. Pero también podemos ver que las búsquedas de juegos de aprendizaje basado se ha convertido cada vez más popular de los últimos 5 años, aunque como era de esperar búsquedas suben y
también bajan.
Pasar un poco de tiempo explorando Google para ver si las personas han estado utilizando los Juegos.

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As part of European Schoolnet's project 'Digital Games in Schools' financed with the support of the Interactive Software Federation of Europe, a teachers' handbook has been published. Written by Dr Patrick Felicia, a researcher at the Waterford Institute of Technology in Ireland, the handbook is intended for teachers interested in using digital games in their lessons. It provides the necessary information to understand the educational benefits of digital games and to learn how to use them as educational and motivational resources. The handbook is available in digital version below and can be ordered in print against a small fee to cover shipping cost. More information at:caroline.kearney@eun.org

- Handbook for teachers (40 pages PDF) - English version

- Handbook for teachers (40 pages PDF) - French version

- Handbook for teachers (40 pages PDF) - Spanish version

- Handbook for teachers (40 pages PDF) - German version

- Handbook for teachers (40 pages PDF) - Italian version

- Handbook for teachers (40 pages PDF) - Norwegian version

- Handbook for teachers (40 pages PDF) - Danish version

- Handbook for teachers (40 pages PDF) - Polish version

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Create a player experience that’s fun first. If you remove the fun, [players] will feel like they’re being preached to and it’s not a game any more, there’s no agency.”

http://www.gamesforchange.org/

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Since 2004, Games for Change has offered programs and events for people of all ages and backgrounds to explore, learn, and create at the intersection of games and social impact.

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Playful Learning: Computer Games in Education

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Playful Learning: Computer Games in Education

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This short book combines thoughts, observations, tools and practical tips to help you understand more about using and
making computer games in the classroom.
In short, it is a guide to get children excited and re-energised about learning.

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Playful Learning: Computer Games in Education

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This short book combines thoughts, observations, tools and practical tips to help you understand more about using and making computer games in the classroom. I...

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http://www.q2l.org/
At Quest to Learn, students are engaged in their own quests to be inventors, designers, innovators and problem solvers.

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Quest to Learn (Q2L) - Middle School and High School

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Statement on Accessibility: We are working to make this website easier to access for people with disabilities, and will follow the Web Content Accessibility Guidelines 2.0 (http://www.w3.org/WAI/intro/wcag). If you need assistance with a particular page or document on our current site, please contact email me to request assistance.

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 EAI Endorsed Transactions on Serious Games

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 EAI Endorsed Transactions on Serious Games

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http://eai.eu/transaction/serious-games

Although it is a growing research subject, the use of Serious Games is still limited. This has mainly to do with social concerns and stereotypes about games. Other issues relate to physical and cost barriers, hardware and license cost, access (for online games), maintenance and support, and the lack of a solid theoretical background for its use. A dedicated journal can help in demonstrating the validity of this methodology. The EAI Endorsed Transactions on Serious Games is a multidisciplinary approach to the presentation of research, theory, application, practice and validation in this field. Topics to be addressed by the journal include but are not limited to:

Serious games applications

Games for marketing and advergames

Games for training and skill development

Games for research

Games for social awareness

Games for business, banking and finance

Games for community engagement

Games for healthcare and wellness

Games for human resource training and development

Games for patient rehabilitation and physiotherapy

Games for senior citizens

Serious games technology

Virtual and augmented reality

New interaction devices, toys and playthings

Simulations

3D rendering technologies

Games development for mobile devices

Game engines and development tools

Location-based games

Artificial intelligence

Serious games analytics

Assessment and evaluation of serious games

Serious game design and storyboarding

User experience design

Serious gamer psychology

Serious game gender and age issues

Social and collaborative serious games

Security and confidentiality in serious games

Case studies in serious games

Classification, categorization of types of serious games

Serious game research

The EAI Endorsed Transactions on Serious Games is indexed in Crossref and DBLP and and was submitted for indexing by Scopus, Elsevier EI, Thompson Scientific Web of Science, Microsoft Academic Search and Google Scholar

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International Journal of Game-Based Learning (IJGBL)

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International Journal of Game-Based Learning (IJGBL)

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http://www.igi-global.com/journal/international-journal-game-based-learning/41019

The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.

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Derek Robertson que utiliza para ejecutar el escocés
Consolarium proyecto, que era un centro de investigación para los Juegos de Aprendizaje Basado en las escuelas dio una respuesta brillante.
Dijo que la razón por la que usamos los juegos y las escuelas se debe a que "los buenos maestros utilizan siempre buenas herramientas "y, por supuesto, lo que estaba hablando no es que él estaba diciendo que
A veces los juegos son apropiados y, a veces no lo son.
A veces, llevar a los niños fuera y ya veces no lo es.
A veces no es apropiado utilizar pintura y plumas a veces no lo es.
Él está diciendo que los buenos profesores se recogen las herramientas adecuadas para sus estudiantes sean capaces de atender para sus propias necesidades individuales.
Así que tal vez tenemos que tomar de nuevo un pequeño paso más y tal vez volver atrás y pensar
en realidad lo que hace un buen ambiente de aprendizaje.
Siempre he pensado que un buen ambiente de aprendizaje se compone de dos cosas.
Primero de todo lo que necesitamos es actividades interesantes y atractivos y creo que hay una diferencia entre ambas actividades interesantes y atractivos.

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La primera razón por la que creo que hemos aprendido de los juegos se debe a que los juegos de ordenador son competitivos
sino también no amenazante.
Los jóvenes les gusta competir, pero al mismo tiempo también no les gusta sentir vergüenza o
a veces no les gusta de mostrar su fracaso.
La otra razón por la que creo que los juegos de ordenador nos ayudan a aprender se debe a los jóvenes a construir
hasta las relaciones con los diferentes personajes y también con diferentes entornos de juego.
Primero de todo lo que hemos aprendido de los juegos debido a que el competitivo y no amenazante y en segundo lugar que hemos aprendido de los juegos porque permitimos nosotros para aumentar la relación con los entornos de juego y personajes también de juegos de azar.
El tercer punto a punto, hay algo acerca de la tecnología que es altamente cultural
relevante para los jóvenes y hay algo acerca de la tecnología de juegos en particular, que
los jóvenes parecen estar fascinados por.
El truco, por supuesto, es si podemos utilizar esta tecnología de juego combinado con buena pedagogía entonces empezamos a crear ambientes muy interesantes y estimulantes.

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Thematic & project based learning: Star Wars

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Thematic & project based learning: Star Wars

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https://code.org/starwars

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Learn to program droids, and create your own Star Wars game in a galaxy far, far away.

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Thematic & project based learning: Star Wars

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Thematic & project based learning: Star Wars

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http://www.sphero.com/

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Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts. Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking. Critical thinkers can solve problems by keeping a clear mind and rational thoughts that will help you analyze a situation and make a sound decision.
STEM teaching is the hands-on exploration of science, technology, engineering, and mathematics concepts, and it's becoming an increasingly important part of modern-day education. STEM skills grant students the 21st-century abilities needed to perform a wide range of both essential and highly-skilled jobs.
Risk-taking, leaping, trying again, and failing are part of our genetic material. Without it, humans would not have inhabited every corner of this planet. Oftentimes we can see failure, particularly in exams, as negative - one of the worst things we can allow students to experience. But what if we allow students to fail in a safe space and make learning a personal endeavor? Go #BeyondCode and enrich your learning experience with engaging STEAM activities that foster creativity and collaboration.
Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts.
Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking. Critical thinkers can solve problems by keeping a clear mind and rational thoughts that will help you analyze a situation and make a sound decision.
STEM teaching is the hands-on exploration of science, technology, engineering, and mathematics concepts, and it's becoming an increasingly important part of modern-day education. STEM skills grant students the 21st-century abilities needed to perform a wide range of both essential and highly-skilled jobs.
Risk-taking, leaping, trying again, and failing are part of our genetic material. Without it, humans would not have inhabited every corner of this planet. Oftentimes we can see failure, particularly in exams, as negative - one of the worst things we can allow students to experience. But what if we allow students to fail in a safe space and make learning a personal endeavor?
Go #BeyondCode and enrich your learning experience with engaging STEAM activities that foster creativity and collaboration.
Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts.
Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking. Critical thinkers can solve problems by keeping a clear mind and rational thoughts that will help you analyze a situation and make a sound decision.
STEM teaching is the hands-on exploration of science, technology, engineering, and mathematics concepts, and it's becoming an increasingly important part of modern-day education. STEM skills grant students the 21st-century abilities needed to perform a wide range of both essential and highly-skilled jobs.
Risk-taking, leaping, trying again, and failing are part of our genetic material. Without it, humans would not have inhabited every corner of this planet. Oftentimes we can see failure, particularly in exams, as negative - one of the worst things we can allow students to experience. But what if we allow students to fail in a safe space and make learning a personal endeavor?
Go #BeyondCode and enrich your learning experience with engaging STEAM activities that foster creativity and collaboration.

Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts.

Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking. Critical thinkers can solve problems by keeping a clear mind and rational thoughts that will help you analyze a situation and make a sound decision. STEM teaching is the hands-on exploration of science, technology, engineering, and mathematics concepts, and it's becoming an increasingly important part of modern-day education. STEM skills grant students the 21st-century abilities needed to perform a wide range of both essential and highly-skilled jobs. Risk-taking, leaping, trying again, and failing are part of our genetic material. Without it, humans would not have inhabited every corner of this planet. Oftentimes we can see failure, particularly in exams, as negative - one of the worst things we can allow students to experience. But what if we allow students to fail in a safe space and make learning a personal endeavor? Go #BeyondCode and enrich your learning experience with engaging STEAM activities that foster creativity and collaboration. Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts. Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking. Critical thinkers can solve problems by keeping a clear mind and rational thoughts that will help you analyze a situation and make a sound decision. STEM teaching is the hands-on exploration of science, technology, engineering, and mathematics concepts, and it's becoming an increasingly important part of modern-day education. STEM skills grant students the 21st-century abilities needed to perform a wide range of both essential and highly-skilled jobs. Risk-taking, leaping, trying again, and failing are part of our genetic material. Without it, humans would not have inhabited every corner of this planet. Oftentimes we can see failure, particularly in exams, as negative - one of the worst things we can allow students to experience. But what if we allow students to fail in a safe space and make learning a personal endeavor? Go #BeyondCode and enrich your learning experience with engaging STEAM activities that foster creativity and collaboration. Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts. Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking. Critical thinkers can solve problems by keeping a clear mind and rational thoughts that will help you analyze a situation and make a sound decision. STEM teaching is the hands-on exploration of science, technology, engineering, and mathematics concepts, and it's becoming an increasingly important part of modern-day education. STEM skills grant students the 21st-century abilities needed to perform a wide range of both essential and highly-skilled jobs. Risk-taking, leaping, trying again, and failing are part of our genetic material. Without it, humans would not have inhabited every corner of this planet. Oftentimes we can see failure, particularly in exams, as negative - one of the worst things we can allow students to experience. But what if we allow students to fail in a safe space and make learning a personal endeavor? Go #BeyondCode and enrich your learning experience with engaging STEAM activities that foster creativity and collaboration. Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts. Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking. Critical thinkers can solve problems by keeping a clear mind and rational thoughts that will help you analyze a situation and make a sound decision. STEM teaching is the hands-on exploration of science, technology, engineering, and mathematics concepts, and it's becoming an increasingly important part of modern-day education. STEM skills grant students the 21st-century abilities needed to perform a wide range of both essential and highly-skilled jobs. Risk-taking, leaping, trying again, and failing are part of our genetic material. Without it, humans would not have inhabited every corner of this planet. Oftentimes we can see failure, particularly in exams, as negative - one of the worst things we can allow students to experience. But what if we allow students to fail in a safe space and make learning a personal endeavor? Go #BeyondCode and enrich your learning experience with engaging STEAM activities that foster creativity and collaboration. Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts. Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking. Critical thinkers can solve problems by keeping a clear mind and rational thoughts that will help you analyze a situation and make a sound decision. STEM teaching is the hands-on exploration of science, technology, engineering, and mathematics concepts, and it's becoming an increasingly important part of modern-day education. STEM skills grant students the 21st-century abilities needed to perform a wide range of both essential and highly-skilled jobs. Risk-taking, leaping, trying again, and failing are part of our genetic material. Without it, humans would not have inhabited every corner of this planet. Oftentimes we can see failure, particularly in exams, as negative - one of the worst things we can allow students to experience. But what if we allow students to fail in a safe space and make learning a personal endeavor? Go #BeyondCode and enrich your learning experience with engaging STEAM activities that foster creativity and collaboration. Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts. Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking. Critical thinkers can solve problems by keeping a clear mind and rational thoughts that will help you analyze a situation and make a sound decision. STEM teaching is the hands-on exploration of science, technology, engineering, and mathematics concepts, and it's becoming an increasingly important part of modern-day education. STEM skills grant students the 21st-century abilities needed to perform a wide range of both essential and highly-skilled jobs.

STEAM Learning Solutions

We offer coding robots and STEAM (STEM + Art) educational tools that transform the way kids and teens learn, create, and invent through coding, science, engineering, and the arts. Looking to inspire your whole class? Shop our education packs.

STEAM Activities & Resources

The Sphero ecosystem of tools and the Sphero Edu platform gives kids, teachers, and parents of all learning and coding abilities a blank canvas to solve challenges at home, in school, and beyond.

At School Sphero Team

Math puzzles and brain teasers are the academic version of sneaking veggies into a slice of cake. Kids have so much fun solving problems and playing games that they won't even realize they're applying mathematical concepts, practicing computation skills, and using logical reasoning.

At School Sphero Team

Modern technology has an enormous influence on the changes in our society. Kids must learn how to code and be familiar with coding concepts to thrive in this digital world.

At School Sphero Team

Learning programming gives kids critical skills in an increasingly digital world, but standard text-based programming languages can be a challenge for people of all ages. Block-based coding can be the solution that makes the learning curve more gradual. Not only is it fun to learn, but it also provides a sound foundation for learning other programming technologies.

Looking to Bring Sphero to your Classroom?

Our team of education experts is here to help. Contact us today and get a demo.

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STEM Kits & Robotics for Kids | Inspire STEM Education with Sphero

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Sphero makes remarkably cool, programmable robots and STEAM-based educational tools that transform the way kids learn, create and invent through coding, science, music, and the arts. Using information available, combined with skills acquired, can help make good decisions. That's the basic process of critical thinking.

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Thematic & project based learning: Star Wars

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Thematic & project based learning: Star Wars

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http://www.wedobots.com/

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wedobots: LEGO® WeDo designs for the busy teacher

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The unofficial LEGO® WeDo Blog, designs for the busy teacher

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Thematic & project based learning: Star Wars

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Thematic & project based learning: Star Wars

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Welcome to Meccano ® Your inventions need Inventing! Your dreams needs Life!

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Official website Meccano ® : Meccano construction sets challenge children and adults' ingenuity.

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Thematic & project based learning: Star Wars

# data[].attributes.subject
Thematic & project based learning: Star Wars

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Toda esta información está escrita de forma rápida, por el escriba y se le dio al aula maestro que a continuación, utiliza los datos de esto como parte de la lección clases de aritmética.
A partir de datos reales y auténticas realmente ayuda a involucrar a los estudiantes.
Otras maneras que usted puede desarrollar un proyecto en torno a Star Wars podrían estar ayudando
a los jóvenes a aprender a utilizar el sitio código code.org.
Podemos continuar tomando la robótica al siguiente nivel también. Hay todo tipo de otros robots en el mercado ahora, por ejemplo, éste rom Meccano. donde jóvenes
la gente puede programarlo y también comenzar a conseguir la ronda cabeza bastante
sofisticada inteligencia artificial.
Y, por supuesto, es la configuración real dentro de las diferentes películas con diferentes
juegos también.
Tal vez los jóvenes pueden aprender acerca de la selva, pero tal vez con la enseñanza  la selva tropical a través del contexto de Endor que vemos en El Retorno del Jedi.
O tal vez que aprendemos sobre la tundra ártica, pero estamos enseñando al respecto en el
contexto de Hoth que vemos en El Imperio Contraataca.
O tal vez que enseñamos acerca desiertos calientes y enseñamos que en el contexto de Tatooine

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http://gamesined.wikispaces.com/Science
"The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training as well as by emerging research into the cognitive benefits of game play. Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. At the low end of game technology, there are literally thousands of ways games can be — and are already being — applied in learning contexts. More complex approaches like role-playing, collaborative problem solving, and other forms of simulated experiences have broad applicability across a wide range of disciplines, and are beginning to be explored in more classrooms." - 2010 Horizon Report: K12 Edition

Using gaming as a vehicle for learning is a very powerful idea and one that is under-utilized.

This wiki is an attempt to create a comprehensive resource about gaming that we can all learn from - all contributions welcome!

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Vanished An environmental disaster has taken place on Planet Earth and we need your help. The Smithsonian Institution and the MIT Education Arcade invite all scientists-in-training ages 10 ½ to 14 to log onto VANISHED and help decipher clues that unravel one of the world's biggest mysteries.

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How to use games for thematic & project based learning: further resources: Riven

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How to use games for thematic & project based learning: further resources: Riven

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http://cyan.com/games/riven/
Plunge deeper into a deceptively beautiful world cursed by bewildering rifts in time. Every shadow hides a secret, and appearances are never what they seem. Atrus needs you once again. Untangle the truth about Riven and help him free his beloved wife Catherine. You must search, explore, and summon every spark of intellect and intuition. Only then will you learn the truth about this troubled land and its inhabitants. You must let Riven become your world, before an entire world is lost.

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Riven - Cyan, Inc. - Makers of Myst, Riven, and More

# data[].attributes.headline
How to use games for thematic & project based learning: further resources: Myst.

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How to use games for thematic & project based learning: further resources: Myst.

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Antes de hacer eso quería señalar algunos otros juegos potenciales que no tienen han hecho para específicamente para la educación y estos son todos los juegos de PC que no se basan en una consola de juegos y pensé que podría ser interesante tener un rápido vistazo.

Myst es un un juego muy famoso, que es un mundo virtual y este es un juego muy bueno para ayudando a desarrollar la escritura creativa en niños. Hacer que los niños imaginen donde que están dentro de estos diferentes ambientes.

Myst ha existido durante mucho tiempo,

Alone on a mysterious island, you set out to explore its grandeur and mystery. Here, a chilling tale of intrigue and injustice, defying all boundaries of space and time, is being told. Summon your wits and imagination about you. Every scrap of paper and ambient sound may provide the vital clues that allow hidden secrets to unravel before you. Each discovery you make and each puzzle you solve will lead you one step closer to reversing a wrong that has gone unchecked for ages.
http://cyan.com/games/myst/

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Released in 2014, realMyst: Masterpiece Edition moved Myst from point-and-click to a fully navigable graphical experience. Featuring dynamic water, weather, lighting, foliage, and more, realMyst: Masterpiece edition was an undeniable leap forward from the original Myst experience, providing fans their first opportunity to actually explore every nook and cranny of the Ages.

This version allows players to explore anywhere, unfettered, and in realtime! Pick your own path through the forest on Myst Island. Listen to the crickets as the sun sets in the Channelwood Age. Relax in the falling leaves in the Selenitic Age. Spin around for a full panoramic tour of Sirrus' throne room. Seek shelter from the thunderstorm in Stoneship Age.
Links to Purchase:
PC Version: Steam, GOG, or Humble Store

Mac Version: Mac App Store.

Nintendo Switch Version: Nintendo Store

iOS Mobile Version: Apple App Store

Android Version: Google Play Store.
Copyright © Cyan, Inc. Cyan and the Cyan logo are trademarks and/or registered trademarks of Cyan, Inc. All rights reserved. © 2019 Nintendo. Games are property of their respective owners.

# data[].attributes.attachment_link.description
Released in 2014, realMyst: Masterpiece Edition moved Myst from point-and-click to a fully navigable graphical experience. Featuring dynamic water, weather, lighting, foliage, and more, realMyst: Masterpiece edition was an undeniable leap forward from the original Myst experience, providing fans their first opportunity to actually explore every nook and cranny of the Ages.

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How to use games for thematic & project based learning: further resources: The journey.

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How to use games for thematic & project based learning: further resources: The journey.

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http://thatgamecompany.com/games/journey/

Journey

Enter the world of Journey, the third game from acclaimed developers thatgamecompany and presented by SCEA Santa Monica Studio.

Journey is an interactive parable, an anonymous online adventure to experience a person’s life passage and their intersections with other’s.

You wake alone and surrounded by miles of burning, sprawling desert, and soon discover the looming mountaintop which is your goal.

Faced with rolling sand dunes, age-old ruins, caves and howling winds, your passage will not be an easy one. The goal is to get to the mountaintop, but the experience is discovering who you are, what this place is, and what is your purpose.

Travel and explore this ancient, mysterious world alone, or with a stranger you meet along the way. Soar above ruins and glide across sands as you discover the secrets of a forgotten civilization.

Featuring stunning visuals, haunting music, and unique online gameplay, Journey delivers an experience like no other.

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thatgamecompany is a game studio dedicated to creating timeless interactive entertainment that inspires human connection worldwide. Critically acclaimed games Journey, Flower and flOw.

# data[].attributes.headline
How to use games for thematic & project based learning: further resources: The plan

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How to use games for thematic & project based learning: further resources: The plan

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http://www.krillbite.com/theplan/

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The plan is a little experimental video game, from the developers of Among the Sleep.

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How to use games for thematic & project based learning: further resources:Valients Hero.

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How to use games for thematic & project based learning: further resources:Valients Hero.

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http://valianthearts.ubi.com/game/en-us/valiant-hearts/index.aspx

This is the story of crossed destinies and a broken love in a world torn apart.
All of them will try to survive the horror of the trenches following their faithful canine companion.
In Valiant Hearts: The Great War™, the lives of all these characters are inextricably drawn together over the course of the game. Friendship, love, sacrifice, and tragedy befall each one as they help each other to retain their humanity against the horrors of war.

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Discover Valiant Hearts, a moving World War 1 - inspired Adventure video game by Ubisoft

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How to use games for thematic & project based learning: further resources: Age or Empires.

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How to use games for thematic & project based learning: further resources: Age or Empires.

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Do you need some decoration for your desktop? Then we might have just what you need. TrooperEX shared the amazing drawing that you can see below on Steam. Who could lose a battle with such an awesome wallpaper? Do you have any AoE wallpapers on your machine?

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Age of Empires is the critically acclaimed, award winning Real Time Strategy (RTS) game with a legacy spanning over 20 years and nearly a dozen titles in the franchise.

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The impact of console games in the classroom: Evidence from schools in Scotland.

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The impact of console games in the classroom: Evidence from schools in Scotland.

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http://www.nfer.ac.uk/publications/FUTL25/FUTL25_home.cfm
This research was commissioned by Learning and Teaching Scotland (LTS) in partnership with Futurelab. The main focus of the project was to identify the educational benefits of console gamebased learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings and, in particular, how the model of the Learning and Teaching Scotland Consolarium – the national centre for games and learning that explores and supports game-based learning (GBL) in the classroom – could be modified, extended or enhanced. For this purpose, research was carried out in classrooms in Scotland to explore learning with games played on games consoles, such as PlayStations, Xboxes and Wiis. Interviews were carried out with school leaders, classroom teachers and students in 19 schools followed up by a series of lesson observations in four of these schools.

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http://hotmilkydrink.typepad.com/

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This page contains brief summaries and links to further reading for some of my most successful ideas and work.

In 2006 I bought myself a Nintendo DS and the game Dr Kawashima's Brain Training came with it. My first attempt at the game gave me a brain age of 44. Being 38 at the time was enough to challenge my competitive streak and before I knew it I was playing it every day to unlock the other games and get my brain age down. Once I had done this I stood back and reflected on the intrinsic motivation to self-improve that this game had encouraged in me and I wondered whether it might have a similar impact on learners in the upper stages of a Scottish primary school, particularly in reference to mental maths ability.

In the period between 2007 and 2008 I carried out two research studies looking to see if this idea might work and if the impact it had on me would be the similar on learners in a primary school. Here is a number of weblinks, videos and research referemnces that tell the story of my work with Dr Kawashima's Brain Training:

1. This is the original video case study from the first small scale intervention that I did in a school in Dundee.

2. This is a video of me on BBC Breakfast discussing the randomised control trial that we were about to undertake in 2008.

3. This is a summary paper of the Dr Kawashima randomised controlled trial that we carried out in 2008

4. I was asked by my colleagues at BECTa to write the UK submission for a European Schoolnet publication looking at the use of games in learning across schools in Europe. The full paper can be accessed here and the summary paper here. Dr Kawashima material included.

5. An Insights summary paper that we wrote for BERA ( British Educational Research Association)

Guitar Hero

When the game Guitar Hero first came out I bought it for the Consolarium. As I began to play it my ideas for its use in school immediately began to form and I knew that it had great potential to be an effective learning resource. Much of my practice as a teacher in relation to creating effective contexts for learning involved developing a collaborative story that my learners could become immersed in - so much that they would help drive and author the learning. What teachers may refer to as a thematic or Storyline approach. I saw Guitar Hero as one of the most powerful tools I had ever seen to help make this happen.

When I first put it in school I worked with a teacher who got the idea, used the same collaborative story creation methodology and who also liked rock music! The idea caught on in a lot of schools and its popularity grew, ably promoted by my friend Ollie Bray who took the idea and used it to support a transition project that he was working on in his school cluster. This project won a European award.

We ended up holding two National Guitar Hero competitions in Scotland with the finals being carried out at the Scottish Learning Festival.

1. The original video case study of the first Guitar Hero project in a school.

2. A report from the first Guitar Hero National competition that we held at the Scottish Learning Festival in 2008.

3. In 2009 we held another Guitar Hero National compeition. This post s hows the leaderboard that we set up for schools to all over Scotland enter the competition.

4. Gavinburn PS in West Dunbartonshire took the Guitar Hero idea and really made it their own. Led by the HT at the time Gillian Penny, the school turned the idea in to The Band in a Box project. This mother blog post (with links to nine posts) showcases just what a powerful context for learning it proved to be.

5. This link to Ollie Bray's blog details the successful and award winning application of the Guitar Hero in East Lothian schools.

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This page contains brief summaries and links to further reading for some of my most successful ideas and work. Dr Kawashima's Brain Training Research Dr Kawashima in the classroom In 2006 I bought myself a Nintendo DS and the game...

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https://es.wikipedia.org/wiki/Aprendizaje_basado_en_juegos

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Recursos: Zombología usa tu cerebro mientras puedas.

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Recursos: Zombología usa tu cerebro mientras puedas.

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http://zombiologia.com/que-es/

http://departamento-zombiologia.blogspot.com.es/

http://es.slideshare.net/ccristanchi/zombiologia-usa-tu-cerebro-mientras-puedas

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Zombiología es un desarrollo alternativo del curriculum de la asignatura de Biología y Geología de tercer curso de Educación Secundaria Obligatoria en el sistema educativo español.

Se trata de un proyecto educativo diseñado y evaluado según la metodología didáctica del Aprendizaje Basado en Proyectos (ABP), con una estructura narrativa de temática zombie.

Una clase de Zombiología es distinta a una clase tradicional:

Las actividades están secuenciadas y temporalizadas según un hilo narrativo propio, independiente del orden propuesto por el libro de texto.

Los objetivos académicos del proyecto están diseñados para alcanzar los estándares de aprendizaje que establece la ley educativa vigente.

Favorece un clima adecuado para el trabajo cooperativo, dentro y fuera del aula.

Facilita la interacción de los alumnos con científicos profesionales en activo, familias, otros docentes del mismo centro y otros centros educativos que quieran sumarse al proyecto.

Estimula la motivación intrínseca de cada alumno hacia una mayor implicación, responsabilidad y compromiso con su propio aprendizaje.

Incentiva actitudes, comportamientos y hábitos deseables en el aula, mediante un sistema de "reglas" inspirado en el mundo de los videojuegos.

Este sistema de reglas también emplea técnicas psicológicas, típicas de los juegos, para incentivar la realización de actividades percibidas como aburridas o difíciles por los alumnos.

Este sistema de reglas es el resultado de aplicar técnicas de Gamificación al diseño de la interacción de los alumnos (entre sí y con el profesor) para progresar, tanto en la historia como en la asignatura.

Por qué es necesario enseñar diferente

Los conocimientos y las habilidades que los alumnos necesitan aprender en el siglo XXI no se parecen en nada a los de hace sólo 15 años.

Desde la democratización de internet, la escuela ha dejado de ser un santuario de conocimiento. Sin embargo, sigue siendo la sede física de la formación reglada, donde nuestros niños y adolescentes deben dejar constancia de su aprendizaje. En este contexto, tanto profesores como alumnos deben redefinir sus roles y encontrar un nuevo sentido al tiempo compartido en el aula, para que todos puedan alcanzar con éxito sus objetivos académicos y salir preparados al mundo que les espera ahí fuera.

Objetivo

El principal desafío de Zombiología es lograr que los alumnos aprovechen al máximo las oportunidades de aprendizaje a su alcance.

Pero no desde un enfoque de educación bulímica. No queremos formar parte de la obsesión enfermiza por la memorización de datos. Ni del atracón de conceptos para "vomitar y olvidar" en un examen. Ni del llanto y crujir de dientes de una juventud incapaz de asumir que no ha retenido esos conocimientos mínimos sobre los que seguir construyendo...

Zombiología pretende enseñar competencias que sean útiles en todas las dimensiones del ser humano, no sólo en lo académico.

Por eso pone el acento en dar sentido a los conocimientos científicos en un contexto real de emergencia sanitaria, pero con un elemento disonante que atraiga la atención y mantenga el interés: los zombies. La pasión compartida entre alumnado y profesor por las series de esta temática contribuye a crear un clima propicio para el desarrollo del proyecto. Al convertir -imaginariamente- la clase de Biología y Geología en el Centro Nacional de Control de Enfermedades, los alumnos adquieren conceptos, procedimientos y actitudes necesarias y útiles en situaciones de emergencia sanitaria reales, sólo que de una forma menos aburrida y predecible que con una clase magistral.

Narrativa

Tras la introducción verbal de los alumnos en la historia apocalíptica, desbloqueando información poco a poco, se instaura la situación de epidemia sanitaria de origen desconocido.

Entonces se plantea una hoja de ruta con actividades específicas para afrontarla, en tres fases: supervivencia, investigación y repoblación. El desafío del proyecto consiste en superar cada una de las fases, realizando actividades -individuales o cooperativas- guiadas por el director del CNCE, rol desempeñado por el profesor. Las actividades estimulan el ejercicio del método científico y permiten poner en práctica los conceptos, protocolos, actitudes y herramientas que los alumnos deben adquirir, tomando como referencia lo que un investigador científico haría en una situación de emergencia sanitaria real. Lo único irreal en esta historia son los zombies, pero eso no invalida el aprendizaje: sólo lo hace más emocionante.

Cuando un alumno descubre que se trata de una epidemia zombie, quedan abolidas de un plumazo todas las barreras de su imaginación. A partir de ese momento, su misión ya no consiste sólo en lograr un "aprobado" en Biología, sino en algo mucho más desafiante y motivador: sobrevivir a un apocalipsis zombie.

Evaluación

Zombiología emplea un sistema "gamificado", tanto para regular las interacciones en clase, como para el seguimiento y evaluación del progreso de los alumnos en la asignatura.

Se trata de un sistema de puntos, vidas y una economía virtual que les permite realizar canjes estratégicos para conseguir:

Recursos reales (por ejemplo, tiempo extra para presentar un informe)

Recursos virtuales (por ejemplo, canjear puntos por un pozo de agua potable para que la unidad familiar a cargo del alumno-investigador pueda sobrevivir más tiempo, cuando las decisiones previamente tomadas conducen a la sequía).

Las normas que regulan la adquisición, pérdida y canjes del sistema gamificado de evaluación se actualizan cada curso y pueden consultarse aquí.

Este sistema tiene como objetivo:

Regular las interacciones en dinámicas propias del aprendizaje cooperativo, como el trabajo en equipo.

Motivar y valorar sistemáticamente la participación del alumno en clase y su trabajo en casa.

Aportarle una retroalimentación inmediata sobre su progreso en la asignatura que le ayude a mejorar su rendimiento.

Facilitar la adaptación o el cambio de actitudes, comportamientos y hábitos que les brinden mayores posibilidades de éxito educativo.

Breve historia de su origen

Zombiología surgió en el verano de 2013, cuando Santiago Vallejo oyó hablar del profesor de geografía norteamericano David Hunter y de su proyecto educativo Zombie-Based Learning (ZBL), introduciendo en el aula la narrativa de temática zombie, el comic y otros recursos propios del aprendizaje basado en proyectos. Santiago propuso en Twitter a varios docentes llevar a cabo un proyecto cooperativo, a partir de la idea original de Hunter. Les planteó diseñar el primer temario de Biología y Geología basado en un apocalipsis zombie, y en español. Jacobo Peña, Ainhoa Ezeiza y Carolina Cristanchi se unieron entonces al equipo y se pusieron manos a la obra hasta conseguir una primera versión pública del proyecto, que Santiago llevó a las aulas al mes siguiente en el IES Luis García Berlanga de Guadalix de la Sierra (Madrid). A lo largo de 2014 se fueron incorporando otros colaboradores voluntarios, además de un nutrido grupo de observadores y divulgadores en redes sociales.

Dónde se está aplicando

Se aplicó por primera vez en el curso académico 2013-14, recogiéndose todo el material generado en la primera versión de la web.

Se aplicó por segunda vez en el curso académico 2014-15 en el IES Julio Palacios (San Sebastián de los Reyes, Madrid).

Se aplicó por tercera vez en el curso académico 2015-16 en el IES Carmen Martín Gaite (Moralzarzal, Madrid).

En el curso 2016-17, Zombiología se está aplicando en cursos de formación del profesorado sobre ABP y Gamificación, tanto en Madrid como en en otras CCAA.

Otros docentes que han aplicado Zombiología en sus aulas son: Suni Fernández Acosta (@suniferaco) en el colegio Salesianos Atocha (Madrid) y Yolanda Ramírez Sánchez en el IES Floridablanca (Murcia).

Programación didáctica

La programación didáctica que se observa en el desarrollo de Zombiología se puede consultar aquí.

Zombiología es un método educativo abierto y libre. Si eres docente y quieres implementarlo, puedes hacerlo según los términos de la licencia Creative Commons Atribución-Compartir Igual, asegurándote de integrarla en tu programación de Departamento y adecuando todas las actividades que hagas a la legislación vigente.

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Zombiología es un desarrollo alternativo del curriculum de la asignatura de Biología y Geología de tercer curso de Educación Secundaria Obligatoria en el sistema educativo español. Se trata de un proyecto educativo diseñado y evaluado según la metodología didáctica del Aprendizaje Basado en Proyectos (ABP), con una estructura narrativa de temática zombie.

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http://med.stanford.edu/sm/archive/sicko/game/SICKOTitle.html
De la Escuela de Medicina de la Universidad de Stanford (EEUU), es un juego web de simulación en el que los estudiantes se hacen cargo de pacientes virtuales y deben tomar decisiones sobre ellos.

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SICKO - Stanford University School of Medicine

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http://www.worldpeacegame.org/
Juego sobre la Paz Mundial basándose en una simulación política que invita a los estudiantes a explorar un mundo no muy diferente del que leemos en los periódicos.

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The World Peace Game is a hands-on political simulation that gives players the opportunity to explore the connectedness of the global community through the lens of the economic, social, and environmental crises and the imminent threat of war. The goal of the game is to extricate each country from dangerous circumstances and achieve global prosperity with the least amount of military intervention. As "nation teams," students will gain greater understanding of the critical impact of information and how it is used.

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World Peace Game Foundation | Teaching Children the Work of Peace

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The World Peace Game is a hands-on political simulation that gives players the opportunity to explore the connectedness of the global community through the lens of the economic, social, and environmental crises and the imminent threat of war. The goal of the game is to extricate each country from dangerous circumstances and achieve global prosperity with the least amount of military intervention.

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Kahoot
https://getkahoot.com/
Kahoot! se puede, ya que es una herramienta que permite crearjuegos de preguntas y respuestas de forma muy intuitiva. Gamificación pura: rankings, aprendizaje y mucha diversión para un juego tremendamente fácil de utilizar.

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Kahoot! | Learning games | Make learning awesome!

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Kahoot! is a game-based learning platform that brings engagement and fun to 1+ billion players every year at school, at work, and at home.

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Recursos: Earthxodus.de Javier Espinosa, del IES Antonio de Nebrija de Móstoles (Madrid), ha empezado a utilizar técnicas de gamificación en 1º, 2º y 3º de ESO. Él mismo relata cómo lo hizo y los resultados.

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Recursos: Earthxodus.de Javier Espinosa, del IES Antonio de Nebrija de Móstoles (Madrid), ha empezado a utilizar técnicas de gamificación en 1º, 2º y 3º de ESO. Él mismo relata cómo lo hizo y los resultados.

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http://www.educaciontrespuntocero.com/experiencias/como-gamificar-el-aula-de-secundaria/24888.html
Juego en
http://jespinosag.wix.com/1eso

Earthxodus’incluye una parte esencial de la gamificación: el storytelling, de forma que se involucra al alumno en la historia y se le hace partícipe de ella, es decir, vive la asignatura en primera persona. En este videojuego, la humanidad ha abandonado el planeta por la contaminación y los alumnos eran los responsables de estudiar la atmósfera, la hidrosfera y la geosfera. Todo con una página web que servía de rincón de la clase para incluir la información y otra que servía de aventura gráfica. Mientras los alumnos (cada uno iba a su ritmo) estaban organizados en naves (grupos) y se tenían que ayudar entre ellos o realizar tareas de aprendizaje cooperativo.

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The climate change has started. The temperature has started to increase and the ice caps have started to melt. Natural disasters such as tornadoes, tsunamis, earthquakes affect the cities. Water level increases to higher levels producings floods in coastal cities. People start to emigrate to the center of the continents. Over-population start to appear in the cities and there is no food for everybody. Rivers and oceans are so polluted with plastics that fishes disappear. The atmosphere is extremely polluted . People start to get strange illnesses.

The Earth.The humanity has to take a the hardest decision ever. To leave the Earth and move to another planet.

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The climate change has started. The temperature has started to increase and the ice caps have started to melt. Natural disasters such as tornadoes, tsunamis, earthquakes affect the cities. Water level increases to higher levels producings floods in coastal cities. People start to emigrate to the center of the continents.

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http://www.gameonlab.es/canvas/
Gamificación es la utilización del pensamiento y mecánicas de juego en entornos no lúdicos para solucionar problemas. Su aplicación se está viendo en áreas como el marketing, los recursos humanos, la educación, el desarrollo personal o la innovación.

El principal problema en el diseño de soluciones de gamificación es que necesitamos descomponer el diseño de juegos en elementos compresibles para aplicarlos en el entorno empresarial para diseñar, evaluar y solucionar retos de compromiso.

Gamification Model Canvas es la herramienta ágil, flexible y sistemática creada por Sergio Jiménez, para ayudar a encontrar y evaluar soluciones basadas en el juego para desarrollar comportamientos en entornos no lúdicos.

Gamification Model Canvas está basado en modelos formales de diseño de juego y experiencia en proyectos de gamificación. Esta herramienta gratuita está basada en dos trabajos adoptados globalmente:

"MDA Framework: A Formal Approach to Game Design and Game Research" de Robin Hunicke, Marc LeBlanc y Robert Zubek.

"Business Model Canvas" de Alex Osterwalder.

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Recursos: Juego Narrapolis de Aagora abierta.

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Recursos: Juego Narrapolis de Aagora abierta.

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http://agorabierta.wix.com/narrapolis#!instrucciones/c1uyg
Instrucciones de uso en el vídeo.
Una increíble manera de trabajar la narración digital en el aula.

Página para jugar
http://agorabierta.wix.com/narrapolis#!narrapolis/uchqh

Gracias
http://www.agorabierta.com/gamificacion-y-juego/

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Teach Toddlers Colors Numbers Preschool Race Cars & Magnet Truck

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Vedoque,
http://www.vedoque.com/

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juegos educativos gratis juegos de matemticas juegos para matemticas juegos matemticos lectoescritura curso mecanografa juego mecanogrfico aprende mecanografa con vedoque teclas teclea mecanografia juegos infantil primaria matematicas educativo juegos educativos infantil

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Vedoque - Juegos educativos gratis, fichas y otros materiales educativos

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Aqu publicamos los juegos educativos, fichas y el resto de cosas que hacemos. Podrs encontrar: juegos de matemticas y cursos de mecanografa, fichas de lectoescritura, cuadernos de clculo, dibujos,...

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http://www.toporopa.eu/

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Toporopa Geography Games brings free, educational map games for kids, students, adults and seniors to test and improve your knowledge of Europe. Our online quizzes include questions about the European continent that will challenge your brain. Whether you are practicing for a geography test, looking for a free interactive whiteboard resource, or increasing your general knowledge, you've come to the right place. The free online teaching resources on this pages are useful for primary school, secondary school, homeschooling, homework support, tutoring and distance learning. For everyone who wants to explore and learn about Europe. Enjoy!

© Toporopa | Privacy Policy | About this website

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Toporopa | Geography Learning Games for Europe

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Toporopa Geography Games brings free, educational map games for kids, students, adults and seniors to test and improve your knowledge of Europe. Our online quizzes include questions about the European continent that will challenge your brain. Whether you are practicing for a geography test, looking for a free interactive whiteboard resource, or increasing your general knowledge, you've come to the right place.

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http://www.cyberkidz.es/

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Dit domein is geregistreerd in opdracht van een klant van Argeweb. Je kan hieronder checken of jouw gewenste domeinnaam nog vrij is.

Dit domein is geregistreerd in opdracht van een klant van Argeweb. Je kan hieronder checken of jouw gewenste domeinnaam nog vrij is.

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Dit domein is geregistreerd in opdracht van een klant van Argeweb. Je kan hieronder checken of jouw gewenste domeinnaam nog vrij is. Dit domein is geregistreerd in opdracht van een klant van Argeweb. Je kan hieronder checken of jouw gewenste domeinnaam nog vrij is.

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http://www.testeando.es/

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Testeando usa cookies propias y de terceros para ofrecerle un mejor servicio, para análisis estadísticos y para gestionar la publicidad. Aquí tiene más información sobre su uso y, si lo desea, de cómo puede bloquearlas. Entendemos que al acceder a la página y jugar en los test, acepta la inclusión de esta cookies en su navegador.

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http://www.classcraft.com/

Your child is about to embark on an adventure that will change how he/she thinks about school — without ever leaving the classroom. That journey is with Classcraft, a role-playing game featuring mages, warriors, and healers that teachers and students play together.

This is no ordinary game. Students will still be learning all their normal lessons. What will change is how they connect with what they’re studying. Classcraft works as a layer over a regular class structure. Students create characters that can learn special powers and level up, and how they perform in the classroom is directly tied to whether their characters and teammates survive and thrive.