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.”

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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.

Sources:

National Education Technology Plan – Executive Summary, Ed.gov
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.

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