Posted by: Jared Seay | October 16, 2013

Games for Educators Site:


Featured Site:

(  This is a varied and resource rich site.  It includes articles, game reviews, free games, interviews, teaching strategies, games and school libraries podcasts, and links to other web podcasts.  It is geared toward teachers, homeschoolers and parents, and librarians.

Our Mission

The Games for Educators web site and newsletter are dedicated to supporting the use of games and toys in education. We want to help educators of all types fully engage the minds of children, and take advantage of all the benefits that play brings.

–  From the “About” section of this site:

Posted by: Jared Seay | June 7, 2013

Gamification Wiki

Gamification Wiki

Gamification is a business strategy which applies game design techniques to non-game experiences to drive user behavior.

thumbimageAccording to a a recent Gartner Research Report it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. By 2014, Gartner predicts that over 70 percent of Global 2000 organizations will have at least one “gamified” application, and that “gamification is positioned to become a significant trend in the next five years.” M2 Research reports that gamification will be a $2.8B industry by 2016.

Al Gore talks about how “Games are the new normal” and the power of Gamification at the 2011 Games for Change Festival.

Gamification in education is gaining ground as the new positive disruptive force in education.

knowre(Originally posted at GamesBeat on April 8, 2013)

As difficult as it is for some people to learn math, it is even harder to teach. Math has multiple disciplines and dozens of concepts in each of those areas. If one student out of 30 fails to grasp a single important idea, and the class moves on, it may cripple that student for the rest of the year.

That’s where educational technology company KnowRe comes in with its software of the same name. KnowRe is a teaching tool that adapts to students on a personal level. It learns how well each person is understanding the concepts and adapts the curriculum based on that information — and it does all that in a game world where students win by expanding their math empire.

“We believe that the best education is one that is personalized to the needs of the student and is engaging and fun for the student,” KnowRe director of marketing Gloria Lee told GamesBeat. “One cannot do without the other. With all its gamified features and RPG-like environment, KnowRe first of all helps to engage the student without causing them to check out or feel bored, and then offers our adaptive technology to help identify the student’s areas of need and provide a curriculum that is tailor-made to that specific student.”
Full post HERE.

Posted by: Jared Seay | May 7, 2013

Making Games for Libraries

Andrew Walsh, an academic librarian at the University of Huddersfield and the producer of the blog AndrewWalshgamesforlibraries,  has posted a series of enlightening videos on recent “making games for libraries” events he has hosted.   The games include the Superhero Game: A superhero based board game L R Seek and Find, Library Spy, Blocks Rocks, and A quest for information.

Link here to Making Games for Libraries Videos

Posted by: Jared Seay | April 10, 2013

51 award-winning apps, games, and websites for learning

2013 ON for Learning Award Winners

Re-posted from Common Sense Media

Common Sense Media’s ON for Learning Award is given to the very best in kids’ digital media. We are excited to recognize the just over 50 apps, games, and websites that received our highest rating for learning potential. Find more learning ratings and reviews here.   A few of the winners are highlighted here:

  • Britannica Kids Solar System: Great interactive reference tool with space games and quiz.
  • Code Academy: Smart site gives teens hands-on experience with coding.
  • Cosmic Chaos: Imaginative sci-fi RPG entertains as it builds vocabulary.
  • The Daring Game for Girls: Great girl-power messages, lots of variety and fun.
  • iCivics: Engaging games give kids safe, smart civics lessons.
  • Lifeboat to Mars: Free online ecosystem game makes learning biology fun.
  • Roman Town: Incredibly in-depth archeology sim brings history to life.
  • Sid Meir’s Civilization V: Gods and Kings: Fab expansion to historical sim adds religion to the mix.
  • Toontastic: Create amazing multi-scene cartoons with musical scores.
Posted by: Jared Seay | March 21, 2013

Board Games Meet Augumented Reality

monopoly_zappedRe-posted from The Danse 3D Animation Interactive

Family Night 2.0 – Board  Games Meet Augmented Reality

In June, Hasbro announced the release of Monopoly Zapped, a game design that not only utilizes digital technology to clear up the rules, but also includes new features that take game-play from the table top into the cloud. The Hasbro website explains that “The iconic game board and properties you know and love are still there, but this game is also packed with fantastic app-enhanced features!” A video posted on YouTube shows a game rep explaining how Monopoly Zapped combines the game board and the smart phone, utilizing such features as a credit card system that keeps track of players’ bankrolls and side games that allow players to, among other things, break out of jail along instead of paying a fine and throwing dice.

Hasbro isn’t the only company jumping on the AR bandwagon. In January, AppGear revealed a mixed reality game for both the young and the young at heart. Foam Fighters is one of a number of games being released by this company and features collectible products that interact with a smart phone. Miniature WWII era fighter planes are purchased in packets with distinct scannable codes and a special bracket is included that allows the user to mount the tiny plane in front of the device’s camera. When the game is started, the smartphone camera uses the real image of the model and its foreground and then combines that image with the enemy fighters and cloudbanks of the game. Naturally, the player tilts the device to pitch and bank and uses the screen to fire the machine guns. It looks pretty cool. In one demonstration video, a game rep said “and now all my childhood dream can come true.”

Click HERE to see the entire blog article

Posted by: Jared Seay | March 12, 2013

Gaming in the classroom: INFOGRAPHIC

Constance McKenzie •  Sep 20, 2012

Gaming, wikis, blogs, social media, interactive polls and QR codes: just some of the technologies that teachers are bringing into the classroom. The dizzying pace of tech evolutions offers some challenges as teachers and administrators race to keep up with the latest tools. The research discussed here shows the payoff for schools that become “friends” with educational gaming.

Experiments show how technology supports learning, with the potential to increase student engagement and motivation. Games target all kinds of subjects and age groups, with different types of gaming from strategy to simulations to hard-core curriculum topics. Teachers can access an arsenal of tools, from game consoles to laptops to smartphones.

Still, the U.S. government reports a lack of nationwide studies on the use of tech tools and gaming in education. Innovations come out so fast that there’s little time to do research on using gizmos like iPads in school. For parents and teachers who have concerns about gaming in classroom, here are some success stories.


National Education Technology Plan – Executive Summary,
The NEA Foundation, Microsoft-US Partners in Learning Seek Solutions Using Technology to Engage Students, The NEA Foundation, January 2012
Technology in Education, Education Week, September 2011

For a complete list of sources, please click the Infographic below. Click again if you get a small image.

Posted by: Jared Seay | February 27, 2013

Video games and libraries are a good mix, say librarians

Reposted from:  Gamesbeat of 1-18-2013

Walk into any public library and, of course, you see books, reference materials, newspapers, magazines, and all types of the printed word. We might also see comic books, manga, and less traditional “literature.” These days, we encounter film, television, music, internet-connected computers, and other digital media. But video games?

Libraries lend video games, and they have been for some time. Some folks might think video games have no place in public institutions. Some articles on the web assume that readers will cringe when they hear that this is happening.  Libraries and librarians, however, seem to overwhelmingly support the practice.

The American Library Association endorses video gaming, placing these in a similar class to board games. The association is clear about whether kids should  play video games in libraries: ”Video gaming at the library encourages young patrons to interact with diverse peers, share their expertise with others, including adults, and develop new strategies for gaming and learning.”


To see entire article link to it at Gamesbeat

Originally Posted from School Library Journal by Erin Daly on May 1, 2012.

“Can you teleport me?” “How do I fly?” “I need a sword.” “What are you building?” These eclectic exclamations are the sounds of a room full of teens playing Minecraft ( We play every other Wednesday in Chicopee (MA) Public Library’s computer lab, often filling all ten computers, and are occasionally joined by teens playing from home. They play freely, building whatever suits their fancies. As I’ve watched these teens discover skills in the game, I’ve been thinking about Minecraft’s potential for both structured and unstructured activities.

What is Minecraft?

Minecraft (sample pictured) is an open-ended, creative game where players roam a landscape made of different kinds of blocks that can be used to build just about anything. Clicking blocks breaks them and adds them to your inventory. Then you can craft items and place blocks to build structures. Animals and monsters, or mobs, also made of blocks, roam the landscape and provide resources and adversaries. The simple graphics, reminiscent of video games from 20 years ago, create an immersive environment in their blocky aesthetic. The game has a broad appeal—it’s as interesting and appropriate for eight-year-olds as it is for their parents and anyone in between.

Developed by Swedish programmer Marcus Persson, also known as Notch, and his company Mojang, the full version of the game was released in November 2011 after several beta versions. The object of the game, in as much as there is a specific object, is to explore, create, and survive. An individual license for the game costs $26.95. With one license you can download the launcher as many times as you want and multiple users can play single-player games simultaneously. In order to play multiplayer games, each user must have their own license.

Continue Reading Article at School Library Journal Site

How Educators & Authors Use Minecraf:

Joel Levin, The Minecraft Teacher:

Andre Chercka, Digital Game Based Learning:

Massively Minecraft Network: a community for educators, parents, researchers, and volunteers: (requires sign up).

Posted by: Jared Seay | May 11, 2012

Libraries & Gaming at Michigan University

Libraries are one of our nation’s oldest institutions, and gaming one of our newest. What happens with these two disparate worlds meet? In the first segment of “Libraries and Gaming”, Double Jump looks at LCC’s game room and University of Michigan’s open videogame archive talking to librarians about the future of libraries and gaming’s place in it.


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