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Atlantic: Kids are learning history from video games now

Anything that can call attention to periods or histories that most people wouldn't otherwise come across does a very real service, UC's Marion Kruse says in an article in The Atlantic. The article focuses on the rise in popularity of video gaming, specifically games such as Europa Universalis which is by Paradox Interactive, a Swedish company.

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Game-Based Learning For STEM Education

Gamification in the classroom is the application of game mechanics to lessons and course material. Gamification of lessons does require more planning and creativity than simply incorporating educational games and game-based learning tools, but these two different methods can work in tandem. Game-based learning is the utilization of games and challenges for learning and skill development with the goal to reach a winning outcome.

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Game learning is a powerful vehicle for learning

Word-based games encourage youngsters to learn in a fun and participatory way, increasing both learning and collaborative thinking abilities. Enabling personalised learning Educators have countless possibilities for selecting and implementing game mechanics in ways that connect with students' passions and enable them to achieve their learning objectives.

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Kirby’s creators on developing accessible games, and the darker horrors of the series

The Washington Post had an exclusive U.S. interview through email with the creators and developers of Kirby to talk about the legacy of the series and the latest game. Our direction for the story in Kirby and the Forgotten Land was to demonstrate that Kirby games can also have a lot more depth than people might expect.

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Historical Video Games Have Promise—but Only If They’re Honest

In partnership with UKIE, the British gaming trade association, the game developer wants to introduce Discovery Tour to 52 schools across the UK.But this isn't the first time someone has deployed a video game for education. Whether it's the untamed west of Red Dead Redemption 2, the wind-fed fields of 13th-century Tsushima, or the bustle of Renaissance Florence, games are becoming more photorealistic and increasingly rely on historical settings for their narratives.

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I Taught With The Game of Life

The content aim for the lesson is "How true to reality is The Game of Life's portrayal of personal finance?" Two of the other essential questions for the unit were: In what ways are the financial consequences of someone's actions & personal choices often in or out of their control? How would you modify the game in order to make it a better representation of real life.

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