Pokemon Go, Minecraft Earth and Beyond: Locative media and location-based games

Pokemon Go, Minecraft Earth and Beyond: Locative media and location-based games

guide
Remember back in 2016 when Pokemon Go was released? The game shattered records for mobile game revenue and downloads. For people who grew up playing Pokemon series on their game consoles, such as Gameboy/NDS/3DS, or for those who grew up watching the Pokemon show on TV, they could not stop wondering if their childhood dream of becoming a Pokemon trainer in real life could finally come true. With the recent rapid development in augmented reality (AR), this had been made possible. AR can bring the computer-generated content into the real-world environment through projecting or overlaying the digital objects onto a physical object while enhancing users’ senses during their interactions with the digital objects (Chen et al., 2015; Kipper, 2013). Thanks to the development and incorporation of AR technology on mobile…
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Kahoot! as an Engaging Game-based Learning Tool

Kahoot! as an Engaging Game-based Learning Tool

guide, tutorial
Imagine a classroom where all students are in full swing, engaged in a game that tests their understanding and performance and each student is competing to rank on top of the game chart.  What makes a game so engaging? How can a game blend content and fun and make learning an enjoyable experience? Kahoot! is a popular game-based learning platform for formative assessment that engages students via competitive quizzes, surveys and puzzles with flexible dynamics and fascinating aesthetics. Kahoot’s question modes and types allow for the use of different pedagogical methods. Quiz game on Kahoot! Kahoot! was created as a social learning tool in which students answer questions projected on a whiteboard or a screensharing tool such as Skype or Google Hangouts. Students don’t need to log into the Kahoot!…
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Lesson Plans for Using Games in the Classroom

classroom, guide
Games don't need to be labeled or packaged as "educational" in order to be valuable for classroom use. Learning scientists like Kurt Squire and James Paul Gee have talked about the power of using games to deliver an experience that can serve as a springboard for class discussions or to promote preparation for future learning. Here are some online resources for using commercial off the shelf (COTS) games -- which might not be explicitly labeled "educational" -- for learning in the classroom: Teach with Portals - Lesson plans for how to use the extremely popular 3D puzzle game Portal (by Valve) to teach physics concepts.Minecraft Edu - Educator resources for using Microsoft's Minecraft game.Hey Listen Games- NYC history teacher Zachary Hartzman's webpage filled with lesson plans on how to use…
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Using MERGE Cubes for Education: Interactive Augmented Reality Holograms

guide, tutorial
Merge Cubes are a simple yet powerful way to make augmented reality accessible -- and handheld -- for the classroom. They are foam cubes that you can get from Amazon for about $15. Each side of the cube has a unique QR-code like pattern, allowing it to interact with various educational activities, games and other sorts of holograms. In this way, it's a STEM toy that allows kids to have hands-on experiences on on math, science, anatomy, engineering and other subjects. A foam cube becomes an interactive hologram-based learning tool. Experiences to Try Merge has its own collection of activity plans for the classroom. Some of our favorites include: Galactic Explorer (FREE). Hold the Solar System in your hands and explore various planets.3D Museum Viewer (FREE). Hold ancient artifacts and…
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