We live in a time when technology is more prevalent than ever. It has become a key part of our everyday lives and drastically affects many areas of society in positive ways, including education. Educational institutions not only use these technologies day-to-day, they also invest in and undertake ventures in Ed-Tech (education technology) involving ‘gaming’ developers to create tools that assist teachers and accelerate student learning. This piece explores the factors inducing many creators to pursue technological ventures in healthcare and education; and discusses the development of Global-E, a prototype for an educational business studies game.
Gaming, Games Design, Ed-Tech, Digital
George Quentin graduated from BA (Hons) Games Design at LCC in July 2016. He has a great interest in technology-enhanced learning tools, especially games and applications. His biggest goal is to design stuff for education.
- Ali, A. (2015) ‘Exam results: top 10 most popular university and college subjects of 2015, according to UCAS’. The Independent, 19 August. Available at: http://www.independent.co.uk/student/news/exam-results-top-10-most-popular-university-and-college-subjects-of-2015-according-to-ucas-10461819.html (Accessed: 10 June 2016).
- Anderson, H.A. (no date) ‘Dale’s Cone of Experience’. Successful Teaching Excellence, Perspectives for Pharmacy Educators. Available at: http://content.themat.com/CoachesCorner/EdgarDale-ConeofExperience.pdf (Accessed: 14 June 2016).
- Arpola, T. and Holopainen, A. (2014) ‘Games for Health game jams – fast and social development projects for health promotion’, Finnish Journal of eHealth and eWelfare, 6(4). pp. 209-212
- Baron, S. (2012) ‘Cognitive flow: the psychology of great game design’, Gamasutra, 22 March. Available at: http://gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php (Accessed 10 June 2016).
- Bogost, I. (2010) Persuasive games: the expressive power of videogames. Cambridge, Mass: MIT Press.
- Bresnick, J. (2015) ‘Telehealth and mHealth key for strategic planning, triple aim’. mHealth Intelligence, 14 April. Available at: http://mhealthintelligence.com/news/telehealth-and-mhealth-key-for-strategic-planning-triple-aim (Accessed: 14 June 2016).
- Carey, J. (2015) ‘Power to the patient: how mobile technology is transforming healthcare’. The Economist Intelligence Unit. Available via slide share at: http://www.slideshare.net/Management-Thinking/how-mobile-is-transforming-healthcare (Accessed: 14 June 2016).
- Dale, E. (1969) Audio-visual methods in teaching. 3rd edn. New York: Dryden Press.
- Edtech (2015) ‘EdTech: London capital for learning technology’. The Education Foundation. Available at: http://www.ednfoundation.org/wp-content/uploads/EdtechUK_LP_report.pdf (Accessed: 10 June 2016).
- Exerium (2016) ‘Exerium home page’. Available at: http://exerium.com/ (Accessed: 14 June 2016).
- Games for Health (2015) ‘Personal connected health alliance, HIMSS and Games For Health announce strategic partnership’. Games for Health blog. 16 June. Available at: http://gamesforhealth.org/author/gamesforhealthblog/ (Accessed: 14 June 2016).
- Gamewise (2013) ‘Amateur Surgeon 3 - Dale Break level walkthrough’, Gamewise, 18 August. Available at: http://gamewise.co/games/48823/Amateur-Surgeon-3/Walkthrough/Dale-Break (Accessed: 14 June 2016).
- Gee, J.P. (2007) What video games have to teach us about learning and literacy. New York; Basingstoke: Palgrave Macmillan.
- Groupe Speciale Mobile Association (GSMA) (2015) The Mobile Economy 2015. Available at: http://gsmamobileeconomy.com/global/ (Accessed: 14 June 2016).
- Gudmundsen, J. (2013) ‘Math apps turn learning into fun game for kids’, USA Today, 29 September. Available at: http://www.usatoday.com/story/tech/columnist/gudmundsen/2013/09/29/math-apps-kids/2867857/ (Accessed: 14 June 2016).
- Hill, L. (2014) ‘How to manage for collective creativity’, TED. Available at: https://www.ted.com/talks/linda_hill_how_to_manage_for_collective_creativity?language=en (Accessed: 14 June 2016).
- Kuopio Innovation (2015) ‘Health game jam opens up opportunities in health, technology and games’. Kuopio Innovation News, 28 October. Available at: http://www.kuopioinnovation.fi/news/530/103/Health-Game-Jam-opens-up-opportunities-in-health-technology-and-games/ (Accessed: 14 June 2016).
- Leadbeater, C. (2005) ‘The era of open innovation’, TED. Available at: https://www.ted.com/talks/charles_leadbeater_on_innovation?language=en (Accessed: 14 June 2016).
- Leadbeater, C. and Miller, P. (2004) The pro-am revolution: how enthusiasts are changing our economy and society. Demos report. Available at: http://www.demos.co.uk/files/proamrevolutionfinal.pdf (Accessed: 14 June 2016).
- MediaTonic (2014), Amateur Surgeon 3 [Game Application]. Available at http://www.mediatonicgames.com/amateur-surgeon-3 (Accessed: 22nd June 2016)
- Monitor Deloitte (2015) ‘Digital health in the UK: an industry study for the office of life sciences’. Deloitte Creative Studio. September. Available at: https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/461479/BIS-15-544-digital-health-in-the-uk-an-industry-study-for-the-Office-of-Life-Sciences.pdf (Accessed: 10 June 2016).
- Mortimore, P. (1999) Understanding pedagogy and its impact on learning. London: Paul Chapman Publishing.
- Nelson, C.R. (2009), ‘Chapter 1: an overview of economics’ in Macroeconomics: an introduction. Internet edition. Available at: http://faculty.washington.edu/cnelson/macroeconomics.html (Accessed: 10 June 2016).
- Pallesen, L. (2013) ‘8 principles of good game design’, Red Key Blue Key, 22 May. Available at: http://www.redkeybluekey.com/2011/09/8-principles-of-good-game-design.html (Accessed: 10 June 2016).
- Polmer90 (2015) ‘Kuopio Health Game Jam 2015 - NEO VIRUS’, YouTube, 14 October. Available at: https://www.youtube.com/watch?v=0UVsTsWW2_Y (Accessed: 10 June 2016).
- Quentin, G. (Updated: 10th March 2016) ‘Global-E prototype’, Itch.io. Available at: http://geo93.itch.io/globaleprototype (Accessed: June 2016).
- Radjou, N. (2014) ‘Creative problem-solving in the face of extreme limits’, TED. Available at: https://www.ted.com/talks/navi_radjou_creative_problem_solving_in_the_face_of_extreme_limits?language=en (Accessed: 14 June 2016).
- Salen, K. and Zimmerman, E. (2004) Rules of play: game design fundamentals. London; Cambridge, Mass: MIT Press.
- Sheridan, T. (2013) ‘Amateur Surgeon 3: slicing open some frenetic fun’. AppleNApps, 9 August. Available at: http://applenapps.com/review/amateur-surgeon-3-slicing-open-some-frenetic-fun#.V2pogpMrKRu (Accessed: June 2016).
- Siegele, L. (2014) ‘A Cambrian moment’. The Economist, 18 January. Available at: http://media.economist.com/sites/default/files/sponsorships/%5BKY56b%5DHuawei/180114_SR.pdf (Accessed: 14 June 2016).
- Steinkuehler, C., Squire, K., and Sasha, A.B. (2012) Learning in doing. New York, NY; Cambridge: Cambridge University Press.
- Table Crowd (2014) ‘Startup spotlight on Charles Wiles, co-founder of Zzish’, Table Crowd newsblog, 20 June. Available at: http://www.tablecrowd.com/blog/2014/06/startup-spotlight-charles-wiles-zzish/ (Accessed: 14 June 2016).
- Walker, R., Voce, J., Nicholls, J., Swift, E., Ahmed, J., Horrigan, S. and Vincent, P. (2014) 2014 survey of technology enhanced learning for higher education in the UK. Report by Universities and Colleges Information Systems Association (UCISA). Available at: http://www.ucisa.ac.uk/~/media/groups/dsdg/Tel%202014%20Final%2018%20August.ashx (Accessed: 14 June 2016).
- WeWantToKnow (2013) ‘DragonBox Algebra 12+ – teachers manual’, WeWantToKnow, 18 October. Available at: http://wewanttoknow.com/wp-content/uploads/2014/02/DragonBox-EDU-Teachers-Manual.pdf (Accessed: 10 June 2016).
- WeWantToKnow (2016), DragonBox Algebra [Game Application], Available at http://dragonbox.com/ (Accessed: 22nd June 2016)
- Zzish (2016) zzish homepage. Available at: http://www.zzish.co/ (Accessed: 14th June 2016).
- Zzish (2016) ‘One dashboard to oversee your students data in all their apps’, zzish teacher learning-hub. Available at: http://www.zzish.com/learning-hub/ (Accessed: 14 June 2016).
- Zzish (2016) zzish: developers. Available at: http://www.zzish.co/developers (Accessed: 14 June 2016).
- Zzish. (2015) ‘Help us find the coolest educational apps’, zzish blog, 7 December. Available at: https://medium.com/@ZzishCom/help-us-find-the-coolest-educational-apps-f98c2c9629c2#.c4saekdh3 (Accessed: 14 June 2016).