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Educational Games Online

Page history last edited by Gayla S. Keesee 6 years, 11 months ago

 

Multi-User Virtual Environments

The River City Project, developed by Harvard under an National Science Foundation (NSF) grant, provides a virtual nineteenth century American town plagued by disease. Students work in teams to develop a hypothesis regarding the disease’s cause. They can interview citizens of River City, read relevant documents, visit the hospital, and review photographs. Research indicated that users showed greater improvement in their inquiry skills and a better understanding of the science content than did control students who used a paper-based curriculum. When finding ended, Activeworlds, Inc., the vendor who developed the virtual world platform that River City utilizes, entered into an agreement with Harvard to continue offering the site for educators for a nominal per student fee.

Quest Atlantis (through Indiana University) is an international learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-15, in educational tasks. QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. It allows users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae. Over the last four years, more than 10,000 children on five continents have participated in the project. Research has demonstrated learning gains in science, language arts, and social studies.

Educational Games

The Education Arcade was established by leading scholars of digital games and education. Researchers at MIT explored key issues in the use of a wide variety of media in teaching and learning through the Games-to-Teach Project, a Microsoft-funded initiative with MIT Comparative Media Studies that ran between 2001 and 2003. The project resulted in a suite of conceptual frameworks designed to support learning across math, science, engineering, and humanities curricula. Working with top game designers from industry and with faculty across MIT's five schools, researchers produced 15 game concepts with supporting pedagogy that showed how advanced math, science and humanities content could be uniquely blended with state-of-the-art game play.

Revolution is a multiplayer role playing game where students experience history and the American Revolution by participating in a virtual community set in Williamsburg, VA on the eve of the American Revolution. Revolution is designed to be played in a 45-minute classroom session in a networked environment. Revolution is a modification (or "mod") of the game Neverwinter Nights Gold, and users will need to acquire that game and install it (Windows only) first. The game is offered as a free download.

Conspiracy Code:  An innovative, complete online class, Conspiracy Code engages students in interactive learning while maintaining all the engagement of a high-quality entertainment product. All Conspiracy Code courses are teacher-supervised, academically-viable, complete classes that fuse the best of online gaming with proven pedagogical techniques and standards to produce a truly unique learning environment for high school students. The first course in the series is American History. Conspiracy_Code_Overview_Final.pdf

Immune Attack: Click HERE to download without registering.

Playing Immune Attack provides a completely interactive introduction to cell biology and immunology for 7th-12th grade students. Unlike many previous educational media and materials, Immune Attack is intended to be as fun and engaging as the video games currently played by many adolescents and young adults. By playing Immune Attack, 7th-12th grade students are introduced to the core knowledge required for careers in healthcare and biosciences. Students are motivated with a series of progressively more difficult challenges in a compelling gaming environment in which success depends on an increasingly sophisticated grasp of concepts in cell biology and immunology. Immune Attack allows students to experience the epic challenge of defending the human body against invading organisms and to understand the grand complexities involved in maintaining the body’s health at the molecular level.

  • Teacher Resources (pedagogy, lessons...)

  • Bibliography on incorporating i3D, games, MUVEs

  • Research

Betwixt Folly and Fate:

In Colonial Williamburg’s new 3D immersive role playing game, students assume the roles of individuals from various levels of 18the century Williamsburg society. Students:

  • Interact with an exciting portal to the past that fits today’s learners, keeps them motivated, and helps them draw from prior knowledge.

  • Use gaming strategies in a virtual environment based on the daily lives of Williamsburg residents in 1774.

  • Explore how social class and customs operated in pre-Revolutionary War Virginia.

  • Build problem solving, sequence learning, deductive reasoning, and memorization strategies.

WaterLife: Where Rivers Meet the Sea: Developed through a partnership with Montgomery College' Computer Gaming and Simulation program in cooperation with NOAA's National Estuarine Research Reserve System (for students in grades 4-7). The game occurs inside the ecosystem of an estuary on the West Coast of the United States.

NOAA Games site is a portal to games and interactive activities focused on ocean and air themes. It highlights the science and the activities of the National Ocean and Atmospheric Administration (NOAA) and other agencies and organizations promoting environmental stewardship.

Global Conflicts:

“Global Conflicts” is an award-winning educational game series used for teaching citizenship, geography, and media courses.

The series allows students to explore and learn about different conflicts throughout the world and the underlying themes of democracy, human rights, globalization, terrorism, climate and poverty. The game series is easy to use for teachers and is developed with close attention to curriculum requirements and ease of use in classroom teaching. Teachers can sign up for a 20-day trial period.

Bet the Farm: A learning game built around all the decisions required for successfully running a farm.

Other COSI online activities:

NobelPrize.org

Nobelprize.org's educational section consists of 46 productions. Of these, 29 are interactive learning games of various sorts and degrees of difficulties. Most of them also includes a "Read more" about the subject.

Heifer International

 Virtual Village: Nepal  (beta version)

Games for Change

From their website: "Founded in 2004, Games for Change facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts. Unlike the commercial gaming industry, we aim to leverage entertainment and engagement for social good."

Interactive Multiplication Games--more arcade form

Online Games

Play Free Online Games

Role Playing games--not designed to be educational

Good to get an idea about how the games work and to get ideas for how to create case-based interactions.

Arkadium creates Flash-based games for the casual gamer and customized advergames for some of the world's leading brands and online publishers. Growing library of over 200 games.

Companies Producing Educational Games, Simulations...

Serious Game produced in Unity by Eduweb (same people who created Betwixt Fate & Folly). Check out their other games on their portfolio page.

WolfQuest

 

WolfQuest: Slough Creek preview video from loboLoco on Vimeo.

 

WolfQuest: Slough Creek preview video from loboLoco on Vimeo.

Filament Games

Filament Games is design and production studio specializing in the creation of authentic gameplay mechanics that are also accurate representations of educational content. By actively embedding learning objectives within game activities, Filament's games help players transform their play experience into real world knowledge.

Filament’s design philosophy is closely based on the scholarship of Kurt Squire, Constance Steinkuehler, and James Paul Gee, who pioneered much of the research about the value of games as teaching tools. Filament is also a close affiliate of the annual Games Learning and Society Conference.

 

The company received national recognition for their series of civics games launched by Sandra Day O'Connor for iCivics, her civics-education initiative. Filament has also developed games for the JASON Project at National Geographic, and is currently working with MIT’s Education Arcade to build an MMO to help high school students learn STEM subjects. In spring of 2011, Filament’s game You Make Me Sick!, in which the player acts as a virus and tries infect a host, won the developer prize in the National STEM Award Video Game Challenge (Wikipedia, 2012).

Founded in 1998 in Hunt Valley, MD, BreakAway has nearly ten years of experience in serving dual markets. Over 100 employees have collectively shipped hundreds of titles in strategy, action/stealth, and sports games—and developed a core competency in creating tools for modeling, simulation, and visualization. BreakAway has built an outstanding reputation for creating high quality, innovative work in both the entertainment and serious game industries. The Medical College of Georgia School of Dentistry selected BreakAway, Ltd. to develop a virtual, 3D simulator to help teach students dental implant procedures.

ForgeFX is an interactive 3D simulation, serious game, and training simulation software development company based in San Francisco, California. This page contains samples of projects they have completed.

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