Showing posts with label games for education. Show all posts
Showing posts with label games for education. Show all posts

Friday, February 05, 2010

FREE online educational games, learning activities

Sheppard Software says, "We make learning fun."

FREE online educational games, learning games, and activities for kids of all ages. Articles, quizzes, and more, all quickly accessed online. There's even some good Canadian content there; for example, Canadian geography tutorials and games.

ALSO from Sheppard Software: Free software for teachers & Schools. "We design educational software and online games with these goals: 
  1. To add sound and visual effects to make learning fun and more memorable. 
  2. To design games with many difficulty levels so that players will continue to be challenged no matter how far they progress.
  3. To provide games that will exercise players' brains."
...........

Kate's little side note: So, this guy calls me on the phone, raves about my site, PinkFlamingo's Resources Lists, then asks me to provide a link to Sheppard Software on the site. In the 10+ years I've had the site, I've had many link-exchange contacts, but never before by phone. But it was really the compliments that worked on me; whether or not they were just a marketing ploy, they worked. Good thing to keep in mind as an approach to take when trying to get anybody on board about anything -- the compliments go a long way, don't they?

Sunday, March 29, 2009

Games for Learning and Assessment | Edutopia

Games for Learning and Assessment: "Computer simulations are natural learning tools for a generation of video game players."
"Inventive computer sims can turn dull lessons into hyperreal experiences -- if we can get educators to use them. ...This article on computer-simulation technology is about how and why yet another technology that could be enormously powerful for our kids' learning is getting short shrift in our educational system -- despite the successes we can, in fact, find and cite. Simulation is not just another in the long line of passing fads (or short-term opportunities) in educational technology. It is, rather, a real key to helping our students understand the world."

Tuesday, March 24, 2009

21 Interesting Ways to use Twitter in the Classroom - Google Docs

A slideshow; each slide has an excellent, fun, educational suggestion. I'm impressed by the creativity of the educators who contributed these ideas!

I tried embedding the video here, but it was too big for my column and the right half of it disappeared.

Monday, February 23, 2009

ClassTools.net

FREE tools and templates for creating educational Flash games, interactive learning materials and activities, and more.
"Host them on your own blog, website or intranet! No signup, no passwords, no charge! ...A fantastic way of building cutting-edge technology into the curriculum! ClassTools.net is a brand new, FREE website allowing teachers and students to create interactive Flash diagrams for learning and revising material. All diagrams created can be saved as data files or web pages to host on your own school website or intranet!"

Wednesday, December 31, 2008

Wireless tools for education

The link above is to a new page on my resources site. Please post a comment if you know of any sites about wireless for education so I can add the links to my page.

Here's something my colleague/buddy Randy Decker just told me about.

iTunes is a source of FREE wireless educational applications! Yes, it's true. Here's what to do:
  • Open iTunes and click to the Store.
  • Then select App Store.
  • Then select Education.
  • Then select Top Free Applications.

    There are more than 90 listed today! Here's a screenshot of the top 21 I found, just as a sampler for you. (Sorry, blogger.com seems to make it rather small; you'll just have to do the search yourself to see things clearly.)
  • Sunday, December 28, 2008

    txtng is gd 4 lrng

    "Texting does not erode children’s ability to read and write. On the contrary, literacy improves. The latest studies (from a team at Coventry University) have found strong positive links between the use of text language and the skills underlying success in standard English in pre-teenage children. The more abbreviations in their messages, the higher they scored on tests of reading and vocabulary. The children who were better at spelling and writing used the most textisms. And the younger they received their first phone, the higher their scores."

    Gamers do better at math

    An article that describes a study (The Effects of Modern Math Computer Games on Learners' Math Achievement and Math Course Motivation in a Public High School Setting). But math teachers already knew this, right?

    Wednesday, December 10, 2008

    Lesson Corner: content creation tools for the K-12 teacher

    Check out these:

    "We are announcing a new suite of free vocabulary building tools for teachers. LessonCorner's Puzzle Makers allow teachers to find or create their own free custom word search, scramble or crossword puzzles...Teachers and Homeschoolers who want to make engaging handouts for vocabulary building exercises."
    Math Worksheet Maker:"Who are these worksheets for? Math teachers whose students need practice solving math problems. Homeschooling parents also find the worksheets useful."

    Sunday, September 14, 2008

    Quiz Hub ~ K-12 Interactive Learning Center

    "If you join the Quiz Hub, you will get access to hundreds of educational quiz games for English language arts, math, geography, history, earth science, biology, and chemistry." Headings are Educational Quiz Games/Samples, Favorite Educational Websites, Practice Tests for State Exams.

    Sunday, July 27, 2008

    Have you heard about Google Lively yet?

    My title's link is to Google's site at lively.com. What's Google Lively? George Siemens said, "A quick initial reaction: it’s Second Life distributed." Google says it's "a chat experience in which you can communicate and express yourself using avatars in your very own space. Choose an avatar and use it to make friends and chat. Create rooms, decorate them to your liking, and make sure to invite your friends over."

    Google Lively is a 3D Virtual environment released July 8/08. You construct your own rooms, avatars, and furniture, etc. right in your browser window on your own website or blog rather than having to go to a specific 'game' site. As Tech Crunch said, "Well, this sucks for Second Life."

    Here's an introductory video, then you can decide whether you want to link via my title.

    Sunday, May 25, 2008

    Serious Games for Serious Topics

    The authors, Lisa Neal & Clark Quinn, are "addressing if the design of a game, or even the fact that a game is being used, induces a sense of frivolity that lessens the impact of the learning for serious topics." Their answer is no: the article points out that "Properly done, serious games are highly effective for serious topics. While the notion of a game may seem frivolous, the design and content are not. In fact, a serious game can introduce tension and crises to simulate the realistic experience of practicing a particular skill, or depict consequences, more easily than other types of learning."

    Monday, May 19, 2008

    The Blue Book: A Consumer Guide to Virtual Worlds

    Stephen Downes describes the resource better than I can:
    "This is a very useful resource, not simply because it makes clear that 'virtual world' means much much more than 'Second Life', but also because of the glossary and categorization system that informs this list of 250 virtual worlds. Descriptions are brief (not surprisingly) and contain links to the world web site. The document is PDF, but you have to download a zip file and extract it."

    26 Learning Games to Change the World | Mission to Learn

    The author's list of educational games that are geared towards making a difference in the world. The emphasis is on FREE games; includes browser-based games & desktop games.

    Saturday, April 05, 2008

    Emerging trends in serious games and virtual worlds

    Sara de Freitas, in Chapter 4 of a research report, Emerging technologies for learning. "Serious games and virtual worlds allow us the potential to provide support for our learning communities, broaden our networks of learners, [and] provide tools to support creative learning activity and experience design." Also within this chapter is a helpful table of Definitions and terms of games.