Hundreds of Educational Games for Free

Just a quick one.  Play and learn is a great little MindMap for Educational games related to over 30 curriculum areas.  It gets updated regularly and could not be easier to use.  Feel confident that your students can use this site without wasting time on inappropriate content.  Check it out here.

Smokescreen: A Game about life Online

Smokescreen is a cutting-edge game about life online. We all use Facebook, MySpace, Bebo and MSN to keep up with our mates - and we've all heard the stories about parties on Facebook being mobbed, or people getting stalked on MSN. The question is, what would you do if it happened to you?

Over 13 missions, Smokescreen follows the story of Max Winston and Cal Godfrey, two mates who've set up an exclusive social network called White Smoke. After Cal's involved in a car accident and falls into a coma, White Smoke becomes huge - and starts attracting huge problems. Each mission sees you explore the world of White Smoke, and find out who you can trust - and who you can't.

Smokescreen Game from Six to Start on Vimeo.

Web Trailer

Smokescreen Game from Six to Start on Vimeo.

 

simple to create literacy games for you to embed in your blogs

What is it?  What2learn offers some really simple to create flash based literacy games that you can either get your students to create or simply make the yourself.  The game options are very simple in nature offering hangman, wordsearch, question and answers, anagrams and multiple choice but the point of what2leaarn is that students will really appreciate the opportunity to create and share their games with classmates.

How Can I use this in the classroom?  It would be reasonable to expect a group of grade 3-4 students to be able to create a game in around 10 - 15 minutes so you could ask them to do this in a literacy rotation without too much hassle.  You could ask students to use their weekly spelling words in the games or simply create games based on a theme you are doing in the classroom at them moment.

What2learn is a available here and free of course.

2010 Game Based Learning Conference in London

March 29 & 30 I would love to say I'll be there but unfortunately I won't. 

Game Based Learning 2010 takes place over two full days and includes an evening social event to make valuable connections in a relaxed environment. With a main conference programme running during these two days combined with breakout sessions for special interest groups there is something for everyone with an interest in using gaming and social media technology to improve learning, teaching and training.

GBL 2010 will explore successful deployments and evidence for both commercial off the shelf (COTS) as well as bespoke serious games in the areas of formal and informal education in schools and universities, healthcare, military, corporate training, banking together with workshops on game procurement and a dedicated strand featuring leading international research in Game Based Learning.

Confirmed speakers for GBL 2010 include:

Find out more here.

Nintendo to target the Education Market with its new DS XL

The Nintendo DS / Gameboy is the biggest selling video game console in history and would be a common item in the school bags of many students.  The problem Nintendo has had is convincing teachers and parents the DS could actually be a learning tool and to give them a reason to get them out of their bags.

The Brain Training Academy series launched somewhat of phenomenon in the portable gaming marketplace and all of the sudden mum, dad and Grandma wanted a DS to sharpen their minds, Play Sudoku and various other puzzle games.  The DS instantly gained some credibility with the intellectual market as a result.

Well Nintendo have obviously taken note of this trend and set to capitalise on it further with the Nintendo DS XL.

The DS XL sports a screen double the size of it's predecessor, (Maybe to help Granny  see here Sudoko a little clearer?) it has built in Brain Training Games, Dictionary and a range of other DS Apps that are aimed at  non traditional gaming markets.  It sports a better camera, improved touch and stylus functionality and still offers all of the web browser and Wi-Fi connectivity of the DSi.

It will be available in March 2010 for what I can only assume will be slightly more expensive or the same as the DSi.  

In light of the recent disappointment of the iPad I am sure Nintendo is hopeful this DS maybe can break into the educational market with it's new features.  Watch this space and I look forward to hearing your feedback.

The Top 25 iPhone games

IGN the bible for all that is videogaming has recently realeased their top 25 iPhone games list.  I know a great deal of schools that have purchased the iPod touch for student use and if we want to throw more money at Apple for absolutely nothing new then we also have the iPad to consider. that these games wil function on   Many of these games in this list by the nature of the iPhone / iPod interface contain educational, strategy and puzzle elements.  I am sure this might help make some decisions regarding educational gaming apps a little easier.  Check it out here.

Educational Possibilities of Second Life

I'll be the first to admit that I don't really get Second Life.  I have tried the free component of it a year ago and it didn't really grab me as I have enough trouble trying to keep my first life in order and I quickly discovered that Second Life is not a Video Game as such although I can see the escapism, experimentation and adventure it offers users much like a traditional video game.

However Brett Bixler and a large number of other Educators have invested a gret deal of time and effort into exploring the educational potential of Second Life as an educational tool.  I have seen a colleague have some success using Second Life to help her students learn Indonesian.  She set up a school server that replicated some Indonesian Cities and let them use the environment to communicate in the native tongue and the kids loved it.

Brett has written a great paper on the potential of Second Life as an Educational Tool and explores the pro's and cons it offers.  It is very thorough and non-biased and could assist others experimenting in this field.

I would love to hear from others who have experimented with Second Life and hear their successes or failures.

Brilliant Series of Math's Lessons for Nintendo Wii

A colleague of mine Tristan Mether who has just completed the DEECD Videogames in the classroom trial has put together a great website full of maths lessons that can be undertaken on a nintendo Wii.  They are thoroughly detailed and full of worthwhile activities.

The WiiMaths Project is aiming to investigate how the Nintendo Wii can used in conjunction with Mathematics Teachers and Curriculum Program. (M.T.C.P.) to create updated handson activities and reengage the students of 21 century in mathematics?

This project uses the MTCP (Mathematics Teachers and Curriculum Program) written by Charles Lovitt & Doug Clarke and updates the practical component (previously video tapes and other stimulus materials) using the Nintendo Wii and its games to now give students a hands on experience (of large events like ten pin bowling) within the classroom.

In this way they can link the maths topics and solve problems as the play along in the class. It also is links into educational research being done by Derek Robertson at the Consolarium in Scotland (Centre for Games and
Learning http://www.ltscotland.org.uk/ictineducation/gamesbasedlearning/ ) around Games-based learning.

Hope you enjoy it.  Let me know how you go with it and I owuld love to hear of any lessons you have put together invovling video games.