While plenty of initiatives have been deployed to encourage STEM education (often with an eye toward maintaining US military hegemony and training workforce on corporations' behalf) very few efforts have sought to tackle the lack of social imagination displayed by new generations. The inability to imagine the end of capitalism, either by violent revolution or by diffuse societal disruption, is the main obstacle in addressing... more »
A school program for 3rd and 4th grade (in Hebrew and Arabic) which educates through interaction (among students from all over the world) towards tolerance.
The students are sharing their thoughts and feelings about social life in discussions, paintings, drama and so on while developing critical thinking, emotional inteligence and social skills.
Kids as well as adults are encouraged to evaluate Anderson's classic story and its ending.
Is it possible that the story educates towareds racism?
Is there a way to "save" the story and to choose or invernt a different ending which will educate towards multicultural values?
Teach what it means to be homeless, the many causes and challenges of homeless and teach empathy for people experiencing homelessness. Targeting students who are interested in careers in social work and the general public, this simulation would use a FPS perspective (First Person Survivor!) to show the various challenges faced by a person experiencing homeless. The player is walked through a series of quests that emulate... more »
While many of us gravitate to point solutions for our games, or focus on a single learning objective, I believe it is important to invest in and to support independent research about the games for impact environment as a whole. Beyond specific game mechanics and individual problems to be solved, the way games are funded, deployed, and supported are systemic issues that are critical to the long term sustainable success... more »
Neocolonialism (subalterngames.com) is a Marxist strategy game in which you attempt to extract as much wealth from the world as possible. 1-6 players buy government votes, manipulate regional parliaments, enact free trade agreements, and ultimately attempt to siphon capital into their secret Swiss bank accounts. You will negotiate, you will betray, you will pillage the world and ruin everything.
Avoidable harms (pressure ulcers, malnutrition, dehydration, falls etc.) in health and care systems are a huge problem in human and financial terms. Small changes to the way that care is delivered at the frontline can have a huge impact on clinical outcomes and finance. However, it is is difficult to effect behavioural changes in such large and dispersed organisations. The Nutrition Game is a board game with supporting... more »
At-Risk in Primary Care is a role-playing game that prepares primary care providers to recognize when a patient’s physical ailments may be masking underlying mental health disorders, and to build a treatment plan that engages the patient and integrates mental health so that the causes of the symptoms are addressed and treated. The game was developed in collaboration with the New York City Department of Health and Mental... more »
Veterans on Campus is a role-playing game designed to educate student veterans how to best support their fellow student veterans who face challenges in transitioning to college life, including isolation, cultural disparities, academic difficulties, time management, and mental-health issues such as TBI, depression, and PTSD. In the game, players engage in a series of virtual role-play conversations with emotionally responsive... more »
A map with many different destinations and points of interest to explore all themed around health and holistic with elements of mind, body, and spiritual aspects to health. Can be explored as an individual or in groups. Example of content could be a botanical plant symbol. You click on this and get educational content which could be multimedia about that particular plant and its health/healing properties. A Chinese Temple... more »
LGBTQ on Campus is a pair of role-playing training games that assists college and university communities in creating a safe and supportive campus for LGBTQ students. In the games, educators and students engage in a series of virtual role-play conversations with emotionally responsive avatars and learn how to respond when someone makes a biased comment, be supportive when a student comes out as LGBTQ, recognize warning... more »
Family of Heroes is an evidence-based, role-playing game designed to help military families build the resiliency and communication skills to manage the challenges involved in adjusting to post deployment life and to increase service utilization by their veterans and service members who experience PTSD, TBI, depression, or suicidal ideation. In the game, users enter a virtual environment and engage in three conversations... more »
We should encourage scholarship on the contextualized evaluation of serious games. Learning is complex, the mind racing to make patterns out of chaos. We need to understand the bigger context of what humans learn and retain from play. Most serious game evaluations myopically focus on objective progress toward discrete learning objectives, but scholarship on learning suggests the mind learns much more than what the designers... more »
With each successive generation, the average intelligence quotient (IQ) has increased by 10 points. Enriched environments are making kids smarter. However, with creativity, a reverse-trend has been identified: Up until 1990, both the average creativity quotient (CQ) and intelligence quotient (IQ) had been rising. But since then, while IQ has continued its upward trend, CQ has been consistently inching downward. Furthermore,... more »
Stellar Health is a game to engage players in personal & community health discovery & learning. Through activities & game design, players are led in setting goals & maneuvering around negative triggers to make good choices by futuristic health coaches. Its game dynamic creates play paths to learn & practice making healthy choices using best practices from scientific research.