Learning Nanotechnology :: NanoMission 

 Action Adventures in the Nano world.
 

NanoMissiontm the world's first scientifically accurate interactive 3d learning game based on understanding nano-sciences and nanotechnology. 

More... http://www.playgen.com/home/content/view/30/26/ 

 

View a sample of the game design on YOUTube

 


 

The players are challenged in imaginative environments that promotes learning about: Molecular building, Nano-Imaging, Creation of Nano-devices, Nano-medicine, Quantum Behaviour, Manipulating Electrons and Nano-Materials.


Primarily focused on 12-18 age range - the game is also a valuable and fun way to learn about nanotechnology irrespective of age. Available online for the PC and through retail for PlayStation Portable.


PlayGen are seeking sponsorship to complete the PC version of the game. Sponsor(s) will get in-game advertising and tailor made version of the game for distribution.


Founded in 2001 by gaming industry experts, PlayGen is a London based game development studio with a strong and growing track record in developing serious games for training and learning purposes. See http://www.playgen.com 


 


 

Download Research files on Games for Education and contact us as consultants on your education game project.

 

Gamefacts

 

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Educational Games Outreach Program at Nobelprize.org


Nobelprize.org has a unique way of introducing the Nobel Prize that goes beyond the mere presentation of facts. These introductions, aptly called 'educational', are made in the form of games, experiments, and simulated environments ready to be explored and discovered. The productions are aimed at the young, particularly the 14-18 age groups, who may know about the Nobel Prizes and the Nobel Laureates, but often lack a deeper understanding about the Nobel Prize-awarded works.


These educational productions do not require previous knowledge. A central thought or issue is explored during 10-20 minutes of activity, using a specific Nobel Prize-awarded work as a springboard for the whole exercise.

The productions offer an excellent way of using the Internet for homework, or just plain, wholesome entertainment. The high level of interactivity and the sophisticated illustrations ensure an enriching time spent in front of the computer.


Watch the presentation movie about Nobelprize.org.

http://nobelprize.org/nobelweb/edu_program.html 


Play games at

http://nobelprize.org/educational_games/  



Computer Games Can Make Kids More Social, Not Less


Contrary to common education wisdom, computer games and other technologies can foster community-building, a strong sense of identity and higher-level planning even in very young students, UC Davis researchers report.


"There is a lot of hemming and hawing among educators about the introduction of technology in the early grades," said Cynthia Carter Ching, associate professor of education at the University of California, Davis. "But the worst-case scenarios just don't pan out. Technology can facilitate creativity and social awareness, even when we don't design the use of it to do so. And when we do design technology activities with these things in mind, the possibilities are endless."


According to Ching, early childhood educators often argue that technology can squelch young children's creativity and social interaction in the classroom.


But in two recent studies of kindergarten and first-grade students, Ching has observed that children find ways to transform their experiences with technology into fun, highly organized group activities. She also found that technology-based activities can be explicitly designed to foster social reflection and advanced planning among young children.


Ching and her collaborator, X. Christine Wang from the University at Buffalo, SUNY, presented the research at the annual meeting of the American Association of Educational Research in New York City.


In their first study, Ching and Wang observed children who chose to play a computer game during their free time. Though only one child could play at a time, the children negotiated turns and gave each other advice about how to play the game.


"Though this is hardly the ideal setting for social interaction and higher-level thinking, the children exhibited a great deal of executive planning skills and complex social negotiations without any guidance or interference from adults," Ching said.


In the second study, children were given digital cameras and told to create digital photo journals. The students displayed creativity and engaged in complex planning at every stage of the assignment, from how they framed their shots to how they chose to organize them to tell a story, Ching found.


"This study shows that rather than technology being something that children merely use, it can be a creative tool for increased reflection on social networks, friendships, relationships with teachers and a sense of self within the world of school," Ching said.


Ching and Wang received the Jan Hawkins Award for Early Career Contributions to Humanistic Research and Scholarship in Learning Technologies at last year's AERA meeting.


Source: UC Davis

 


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The NanoTechnology Group Inc. is a 501 (c) 3 nonprofit organization incorporated in Texas with an international group of partners and welcomes collaboration in the United States and all countries. Supporting education projects that lead to better informed public awareness and formal and informal education in all schools. There are no membership dues, just an exchange of ideas and partner support which involves lending your skills and expertise for project development to reach these goals.