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New book from UW–Madison’s Berland shows how education data could promote social justice and classroom creativity

Matthew Berland and Antero Garcia's new book, "The Left Hand of Data," explores leveraging education data to revolutionize classroom dynamics with creativity and social justice. Published by The MIT Press, Berland emphasizes reshaping educational approaches to prioritize individual student needs, emphasizing playful, engaging learning experiences.

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Climate Change Has Infiltrated Game Night—and That’s a Good Thing, Experts Say

In April, Minecraft introduced "Heat Wave Survival," a minigame challenging players to defeat a fire-breathing Heat Dragon symbolizing extreme heat's threat amid rising global temperatures. This exemplifies a trend where game developers incorporate climate change themes into entertainment. Initiatives like the nonprofit-led development of games promoting renewable energy and heat-resilient infrastructure aim to educate youth on climate issues.

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Tired of blatant misinformation in the media? This video game can help you and your family fight fake news!

The article discusses the growing challenge of discerning truth from fiction in an era dominated by digital manipulation and misinformation. It highlights a study on the effectiveness of the video game 'Bad News' in teaching media literacy. Designed to simulate the role of a fake news producer, the game educates players on recognizing and resisting deceptive tactics.

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Building a Learning Game Around a Model or Framework: How Models and Frameworks Can Inspire Learning Games

In his article, Terry Pearce discusses how models and frameworks can serve as inspiration for learning games, emphasizing their potential to simulate complex concepts and processes. Pearce illustrates this with a game he developed around the 'Nine Box Grid' for Talent Management, where players utilize character cards representing team members to navigate challenges and opportunities based on the grid's categorizations.

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Why workplace reward programs don’t actually motivate employees

In the discussion on workplace motivation, traditional reward programs are scrutinized for their unintended consequences despite their initial appeal. While promising short-term productivity boosts, extensive research, including insights from Deloitte, suggests that these programs often erode company culture and fail to sustain long-term engagement.

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Game On: Teachers Implement Video Games To Improve Learning Outcomes

In recent years, video games have become pervasive in American childhoods, with over 90% of children engaging in gaming regularly. Despite concerns about their impact on education, research from Brunel University London indicates that incorporating video game elements into learning environments can significantly enhance student engagement and learning outcomes.

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New interactive game educates children on heat safety  

"Beat the Heat," the latest interactive game from ASU's Ask A Biologist program, aims to educate K–12 students on essential heat safety practices just in time for summer. Developed by experts in heat safety, the bilingual game immerses players in scenarios where they must make decisions crucial for staying safe in hot climates.

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A Psychologist Reveals 6 Issues Every ‘Gamified Workplace’ Faces  

In response to the "Great Resignation" post-Covid-19, organizations turned to workplace gamification to inject purpose, engagement, and excitement into work environments. This trend has surged in recent years, particularly in tech sectors in the US, as a means to motivate employees through game-like elements such as points, badges, and challenges.

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Serious Games: Building Teams for a Positive Workplace Culture

Alaska Escape Rooms in downtown Anchorage offers immersive experiences like Raven’s Eye and Conjured Kingdoms, where participants engage in puzzles and decisions, from imprisoning villains to rescuing damsels. Founded in 2017, it has become a popular venue for diverse events, including date nights and team-building exercises for businesses.

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Board and Card Game Resource for Libraries

Scott Nicholson from Wilfrid Laurier University is collaborating with the mEducation Alliance to create a resource for libraries in low-resource settings, focusing on board and card games. The initiative aims to compile games that are easy to explain, engaging, and robust enough for long-term use. Key criteria for selection include robustness, explainability, table presence, engagement, and overhead. Community members are invited to suggest suitable games via a Google Document. This project seeks to empower youth to teach games in libraries, fostering community connections and learning. For more information, contact Scott Nicholson at scott@scottnicholson.com 

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