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Why Gamers Will Win the Next War

Thousands of gamers are working to upend traditional models of training, education, and analysis in government and defense. This grassroots movement has developed across several countries, under a joint venture-Fight Club International-within which civilian and military gamers are experimenting with commercial technologies to demonstrate what they can do for national security challenges.

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Alternate reality game launching Fall ‘22 will measure resilience of first-year students

These students were participating in a play-test session of "LUX," an alternate reality historical fiction game designed by researchers in UCSC's Game User Interaction and Intelligence Lab directed by computational media professor and department chair Magy Seif El-Nasr and the Interaction Dynamics Lab.

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Giant Leap’s Small Steps: The power of maps, games, and sci-fi in adapting to a changing world

Giant Leap is Australia's first impact venture fund, and they use this newsletter to surface the ideas and businesses that intrigue and inspire them and broaden their own thinking on impact business. For climate action, addressing the knowledge gap is the driving mission behind Probable Futures.

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4 Ways Games Can Contribute to Learning

It can be difficult to figure out precisely how to incorporate games into the classroom without wasting time or curtailing the learning process. Countless studies have shown that there's a plethora of simple logic-based games that, when implemented well, help students learn and retain basic concepts more efficiently, all while maintaining their full engagement in their schooling and with their peers.

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Using Virtual Reality To Bridge Gaps In Nursing

Since early 2020, a team at the Texas A&M College of Nursing has been working on integrating VR simulations into their curriculum to help bridge the gap between classroom and clinic. "VR simulation is in that area that we call a 'safe container,'" said Elizabeth Wells-Beede, clinical assistant professor at the College of Nursing.

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Diving deep into learning: Shipwreck lesson plan at New Century built around video game playtesting

You may have seen an article in The Atlantic entitled "Kids Are Learning History From Video Games Now." Its subtitle, "More students are being exposed to historical narratives through game play-but what exactly are they being taught?" raises questions that academics need to ask as we teach a generation that has grown up with video games.

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What Are The Advantages and Disadvantages of Gamification?

The advantages of gamification are therefore undeniable. Gamification first appeared in 2000 after the finding of employees' lack of enthusiasm for taking vocational training. Gamification refers to the use of technologies and features derived from video games to apply them in the professional environment or in learning with the help of game animation company.

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