Where gaming and education converge.
from Keynote – The Third Place from October 25, 2019 | Posted in: | Today marks the last day of our four-day Esports Camp.
This was a paid, four full-day camp open to rising 5th – 9th grade students from northwest NC.
The response exceeded my expectations.
We had 10 students from our rural region.
Strategic Thinking – Hearthstone We spent a small amount of time talking about the esports industry, , scholarships, etc.
But, kids don’t come to summer camps to listen to grownups talk, so we quickly jumped into our first game,.
Brawlhalla is a free-to-play game like Super Smash Brothers on the Nintendo
We downloaded via.
Within minutes the room was buzzing with excitement as they learned the basics movements, controls, and even techniques.
Later that day, once the Blizzard servers were done with maintenance, we moved into.
Hearthstone Kicking off day two, I chatted strategy and mechanics in Hearthstone with them.
Of all the games we played during the week, it’s Hearthstone I know best.
Again, less talk from me and more time in the game was important.
Later in the morning, we began exploring Blizzard’s , a multiplayer online battle arena (MOBA) game.
It’s also free.
This game was more complex at the onset and they struggled a bit with the game’s challenges.
After lunch we split into five vs.
five matches at which point their enjoyment of the game grew exponentially.
Here, one team consistently dominated the other.
They communicated, made plans, and to some degree, executed them.
The other team struggled to connect to each other in this game.
It was fascinating.
Heroes of the Storm Day three brought and.
I’d purchased six copies of Rocket League and set up six district Steam accounts for the game.
While six were learning the fast-paced action in soccer with cars, the others were playing Smash Brothers on a student’s Switch connected to the projector.
We then rotated everyone through both games.
Rocket League Brawlhalla Action July 25, 2019 | Posted in: | Wow. 200+ educators in one place to explore all things related to games and learning!! Thank you for organizing an incredible event! I wish I could be physically present to hang out with you all (y’all as we say, ’round here) and learn! Here is my presentation. PLEASE – The best thing you can do is connect to other educators who are passionate about the things you are passionate about! Let me help – reach out to me on Twitter – , and let’s make those connections.
from Thank you all for what you do for kids each day. YOU are SO VITAL!.
-Lucas October 19.
2018 | Posted in:
| Tags: , , , , | Inspired by ‘s challenge, here’s my list: June 5, 2018 | Posted in: | This weekend, has taken the app world by storm.
Pokemon Go is an AR (augmented reality) game in which you collect monsters (Pokemon) out and about in the real world.
The game, by Niantic Labs, creators of the AR game , uses your smartphone’s GPS and data to share the location of these critters in the real world.
Look at your phone’s display.
See some rustling leaves on the sidewalk ahead.
There’s one hiding there.
So, what’s the value in this game.
It gets us out and about.
The best way to play the game is to get out, walking/jogging and exploring.
This is a great way to encourage your kids to get out of the house and play a game in the real world.
In fact, I just walked nearly four miles with my daughter as we explored our local community college, gathering resources and collecting over 25 Pokemon.
Sometimes you find Pokemon eggs.
Want to hatch them.
Put them in an incubator.
The game then requires you to walk a certain distance to get the egg to hatch.
Talk about motivation.
At the end of this month, the Pokemon Go Plus (a wearable gadget that connects to your phone and vibrates to let you know when Pokemon are near) will be available to help you in your quest to “catch ’em all.” July 10.
2016 | Posted in:
| Tags: , , , , | The week concluded with a live walkthrough of the game facilitated by each team and ultimately a ceremony to distribute an official (physical) badge for their work with certificates.
Our last treat was a live chat with game developers at.
The 1st Playable team shared their path leading to careers in game design, games they’ve worked on, and challenges they faced along the way.
Our student designers asked incredible questions along the way.
What worked well: (3DGameLab) – All of the challenges (lessons?) were framed as quests.
Each one unlocking the next.
XP, ranks, and badges provided fun incentives outside of Minecraft play.
July 7, 2016 | Posted in: , , | Tags: , , | Well, history repeats itself, though this time with considerably less resistance on my part.
Once again, my radar is getting pinged from different sources about a new game called.
First, I’m seeing the amazing (aka ) posting Let’s Play videos with the game.
Then, one of our district media coordinators contacted me saying that her son wanted to buy it and wondering if I knew anything about it.
So, I did the responsible thing… I bought it myself.
Check out the game trailer below: Creative tinkering and trial-and-error exploration are hallmarks of the game play and those are just a couple of the reasons Scrap Mechanic has huge implications for learning.
This is a fantastic, digital maker space.
This would be a welcome addition to classrooms and media centers looking for an alternative digital space to encourage students’ creativity.
Either turn your learners loose and let them follow their own interests, or give them a challenge to help them get started.
Build a vehicle that can transport three or more crates from your shop to the warehouse.
Create a stable, rocket-powered car.
Design a machine that will fling your friends the farthest.
There are so many possibilities.
As they design students will have to wrestle with engineering challenges.
“How can I add weight to make this vehicle more stable?” “To what angle should I set this bearing to maximize the reach of my lift arm?” January 30, 2016 | Posted in: , | Tags: , , , , | Invoice #26666185.
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In case you missed my last post on EPIC Academy, it’s a fully-online, game-inspired, approach to professional development.
Through a quest-based learning approach, teachers and administrators can select challenges that interest them, complete them in at a pace that’s right for them, and explore these topics to a depth of their choosing.
Follow a quest chain to its culminating “Epic Quest” and you’ll unlock an official SCS Badge.
That’s the elevator speech version, anyway.
So, what else is going on.
I am encouraging players to set personal goals for themselves this week and gave them some examples: “I’m going to reach 300XP by week’s end.” “I’m going to unlock my first badge this week.” “I’m going to write a new blog post tonight.” I’ve also challenged them to explore ways that we can use 3DGameLab’s newest feature, Teams.
Personally, I keep going back to Hogwarts, there.
I just need a sorting hat.
2015 | Posted in:
, , | Tags: , , , , , | For over a year, now, I’ve been following the development of and talking to educators about a piece of technology, that, in my view, could have a huge impact on learning experiences for our students.
The Oculus Rift is a head-mounted virtual reality display that provides a stereoscopic
110 degree field of view with responsive head-tracking.
In other words, you put this thing on, and you’re looking around inside a digital world.
Of course, virtual reality has been the promise of science fiction for years, from Star Trek’s holodecks to.
Despite previous efforts in years past, the technology simply couldn’t deliver on science fiction’s vision for virtual reality.
All that’s changing, today, though, as technological advances in display capabilities, coupled with motion sensing, and of course, faster computers with better graphics, are making the dream of immersive digital experiences a reality.
Though marketed primarily as a gaming device (and what an awesome gaming peripheral!), I believe the Rift holds some pretty awesome potential in the classroom.
For several months, now, I’ve been talking about the technology and the ways I think it could impact learning.
For example, imagine taking students in a virtual time machine back to ancient Egypt at the height of its glory.
As you walk with them through busy streets and markets, filled with the sights and sounds of the time, imagine that your tour is interrupted by characters (played by others in this multiplayer experience) who sweep you and your students up in a playable (and educational) mystery adventure.
Remember the 60’s flick, , in which a team of doctors enter a spaceship and are shrunk to microscopic scale and explore a man’s body.
Wouldn’t it be great to take your Anatomy class inside the eye or the brain.
Better yet, imagine a set of tools that would allow your students to easily build and prototype models and concepts and to experience (and share) them in an immersive 3D world.
As described in , some developers are already looking at the Rift’s potential in education, and that’s exciting.
The technology is on our doorstep and I suspect will be mainstream within five years.
Rumors are flying regarding when the Oculus Rift will be released in a consumer model
but it’s already possible to purchase a developer kit.
After riding the fence for months wondering whether to wait for the consumer version or buy a developer kit, I finally decided to take the plunge and it arrived this week.
Within minutes I was exploring a cozy home in Tuscany and moments later, flying through the solar system in the demo.
I even explored one of our Minecraft servers with a version of Minecraft (called, ) and walked amongst our students’ creations.
The technology is amazing.
But, I’m a fan-boy and a geek, so I had to see if my non-gamer co-workers would react the way I did.
I fired up Titans of Space and called them down to my office.
The response was unanimous, “Oh….
This is amazing!!” The next day I took it out to one of our schools and let a science teacher try the same demo.
“My students need to have this experience.
This is incredible!” So, how long until we have these in the classroom.
Let’s look at some barriers.
The better your graphics card and processor, the better experience you’ll have.
Most of our classroom computers aren’t powerful enough to support the Rift, at least not with fluid frame rates.
For a classroom implementation in the next year or so, I’d suggest a station-based approach in which three or four Rifts are paired with powerful desktops or perhaps a strong gaming laptop.
(Our Alienwares could handle some of the low-end demos fine.) Another issue, though one that the developers are likely to overcome in the consumer version, relates to the seemingly imperceptible differences in the time it takes between your head’s movement and the display’s updated image response.
With prolonged use this can cause what’s been dubbed VR sickness, a queasy, dizziness akin to motion sickness.
As one of my co-workers, who rode one of the virtual roller coasters can attest, it’s very real.
2014 | Posted in:
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