Earlier this year, the Technical Association of Pulp and Paper Industry of South Africa (TAPPSA) has asked Michael Wolf a couple of questions for their journal around e-Learning and technology in South African classrooms.
Earlier this week, Games for Change, a non-profit that catalyzes social impact through digital games, announced the 2013 finalists for the Games for Change Awards in the following categories: Most Significant Impact; Most Innovative; Best Gameplay; and Game of the Year. The annual awards are designed to celebrate excellence in the year’s best “games for change.” The finalists were selected by a blue ribbon jury and the awards will be presented to winners during the 10th Anniversary celebration of the Games for Change Festival in NYC on Tuesday, June 18th 2013.
An interview with designer Scott Chapman about designing the Eskom Energy Planner game
Recently Formula D interactive designed the Eskom Energy Planner Game to educate people on the different power generation technologies in an entertaining way. The online game allows players to take custody of a virtual city’s power plan and seek a balance between the most efficient technologies currently available and the most environmentally friendly ones. Players must also take into account the varying costs of production of the different technologies and face the challenge of maintaining an economically viable mix of all of these elements. We asked Scott Chapman, multimedia designer at Formula D, who was heading the development team at Formula D, what it takes to design an educational game like this.
We all know it; it is the mantra of our time: Our lives have changed a lot in the last years through information and communication technology. It has changed the way we work. It has changed the way we communicate. New technologies like mobile computing, new tools and interfaces not only have a major impact on our work and social experiences, we can rightly claim that they have improved our lives in various areas. Unfortunately, this is not the case in the field of education. Here, it seems as though things are moving slower than anywhere else. The following article proposes various engagement points for interaction designers to make technology count for education.
Innovating education in South Africa: Formula D interactive presents a virtual, yet tangible Chemistry Lab.
Formula D Interactive recently developed a Virtual Chemistry Lab, as a safe, low cost alternative to the standard chemistry laboratory in schools. The heart of the system is a so called object recognition table. The interactive platform consists of a 50″ High Definition rear projected screen prepped with lots of computing power. Sophisticated pattern recognition technology allows users to navigate content information by placing physical cards onto the table’s glass surface.
In this Pecha Kucha style talk, Michael Wolf presents the potential of serious games and edutainment to enhance learning. He uses the example of the Open Budgets Game, which has recently been designed by Formula D interactive, Michael’s design company.
I recently spoke at a workshop with the title “The South African classroom of the future” at CSIR, Meraka institute in Pretoria. In my presentation “Tools for the classroom of the tomorrow” I discussed the following 4 questions:
- What are technology tools for learning?
- How do technology tools benefit the classroom of today?
- What are the requirements for the design of tools for the classroom of tomorrow?
- What are the key technologies for the classroom of tomorrow?
In this blog post I will deal with the first 2 questions.
The IBP – game is an online learning game designed for the International Budget Partnership. The umbrella organisation offers training and knowledge resources supporting civil society organisations around the globe focussing on budget advocacy and monitoring. In the scenario based learning game, players travel to the imaginary country of Polarus. The user takes on the […]
The following abstract was written as a proposal for a conference paper. It is therefore a work in progress and will be updated as the paper evolves. So please comment. This proposed article will aim to introduce readers to the opportunity of using lessons learned from the electronic game art form in their didactic practice. […]