Last June, Play Innovation Lab Director Karen Schrier spoke at the Games for Change (G4C) conference. G4C, which is now in its 10th year, attracts game designers, policy makers, educators and academics who are interested in designing and use games to encourage social change. Learn more about G4C and play some fun games for change at their website. Schrier spoke at the conference on creating games for citizen social science, where people can play together to solve large-scale dynamic and complex social problems, through games, similar to how we can solve scientific problems through games. Check out the presentation slides here. Photo courtesy of G4C on flickr.
Gamification is a "trendy" word to describe learning games and practices that typically involves badges and points to motivate learning. However, in this article on gamification, Play Innovation Lab Director Karen Schrier argues that games should do more than extrinsically motivate kids to help them learn. Instead, they can motivate players "in a way that authentically and intrinsically makes students more engaged with and enthusiastic about the subject," such as history. Schrier describes her game, "Reliving the Revolution," which she created 9 years ago at MIT as a proof of concept that we can make location-based history games that engage kids in learning about the past. For more about Reliving the Revolution, check out this article from Gamasutra.
Three of the students in Dr. Schrier's Concepts in Gaming course (Dan Hunter, Thomas Noble and Grace Shin) worked on a fantastic card game to teach high school students about bacteria. See images of the card game (and card mat) below! (Images courtesy of the team)