Quest Atlantis (QA) is an international learning and teaching project that uses a 3D multi-user environment to immerse children in educational tasks. QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. Participation in this game is designed to enhance the lives of children while helping them grow into knowledgeable, responsible, and empathetic adults.
Suitable for: Ages 9-16
Resources: Quest Atlantis Educator Resources -
Quest Atlantis Teaching -
Kodu lets kids create games on the PC and XBox via a simple visual programming language. Kodu can be used to teach creativity, problem solving, storytelling, as well as programming.
Kodu Teaches more than Programming:
Scratch is a programming environment designed to be easy to learn and use for people with no programming experience. It turns a computer into a digital sandbox - you can build anything you want.
Scratch is a tool in the tradition of LOGO, but with an innovative interface to help the user create objects (sprites) and instructions (scripts) to control their behavior. Unlike programming where you need to learn a lot of rules - the rules are built into the system. You simply start playing. The key is the way that the scripting is constructed - not from typing but by dragging the script elements from the library into a "stack" of commands. See the screen shot below.
It is intended especially for 8- to 16-year-olds
The core gameplay revolves around construction. The game world is essentially made up of cubical blocks arranged in a fixed grid pattern, that represent different materials, such as, dirt, stone, various ores, water, tree trunks, etc. While the players can move freely across the world, objects and items can only be placed at fixed locations relative to the grid. The player can gather these material "blocks" and place them elsewhere, thus potentially creating various constructions.
Suitable for: All ages
Learning with Minecraft
Minecraft is educational http://www.minecraftforum.net/viewtopic.php?f=3&t=54634
Minecraft in school
How to teach with Minecraft in an hour http://deangroom.wordpress.com/2011/04/01/how-to-teach-with-minecraft-in-an-hour/
Minecraft in School Wiki http://minecraftinschool.pbworks.com/w/page/37244189/FrontPage
Minecraft: Embracing the Inner Sandbox
The Sims in your city speak to you directly and it’s up to you to respond by completing pledges.
Unlock rewards and earn achievements by meeting your Sims basic demands, like providing water and electricity, but soon they will ask for better schools and bigger parks.
How you manage your city and the Sims living in it is entirely up to you.
Build hospitals for the sick and provide entertainment for leisure and your Sim population will grow and be happy.
Will you listen and be the toast of the town or abuse your power for fame and fortune?
The player interacts with the world with simple point and click interface directing a small, white-clad humanoid with a little cap and brown boots (called simply "gnome" by Dvorsky). The goal of the Samorost games is to solve a series of puzzles and brain teasers. The puzzles are sequentially linked forming an adventure story.
The goal of Machinarium is to solve a series of puzzles and brain teasers. The puzzles are linked together by an overworld consisting of a traditional "point and click" adventure story. The overworld's most radical departure is that only objects within the player character's reach can be clicked on.
Machinarium is notable in that it contains no dialogue, spoken or written, and apart from a few tutorial prompts on the first screen, is devoid of understandable language entirely. The game instead uses a system of animated thought bubbles. Easter egg back story scenes in the same format can only be revealed by idling in certain areas.
The game employs a two-tier hint system. Once per level, the player can receive a hint, which becomes increasingly vague as the game progresses. Machinarium also comes with a walkthrough, that can be accessed at any time by playing a minigame.
Design your very own games using easy-to-learn drag-and-drop actions – you can create professional-quality games within very little time. You can make games with backgrounds, animated graphics, music and sound effects. And when you've become more experienced, there is an easy built-in programming GameMaker Language (GML), which gives you the full flexibility of creating games with GameMaker.