Games have the power to ignite imaginations and place you in someone else’s shoes or situation, often forcing you into making decisions from perspectives other than your own. This makes them powerful tools for communication, through use in outreach, disseminating research, in education and teaching at all levels, and as a method to train the public, practitioners, and decision-makers in order to build environmental resilience.
Games can also inspire innovative and fun approaches to learning. Gamification and game-based approaches add an extra spark of engagement and interaction with a topic. Gaming technology (e.g. virtual reality) can transport and immerse people into new worlds providing fascinating and otherwise impossible experiences for learners.
In this session we welcome contributions from anyone who has used games, gaming technology, and/or game-based approaches in their research, their teaching, or public engagement activities.
Visit www.games4geoscience.wordpress.com to learn more about the session.
Games for Geoscience
Co-organized by GM11
Convener:
Christopher Skinner
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Co-conveners:
Rolf Hut,
Elizabeth Lewis,
Lisa Gallagher,
Maria Elena Orduna AlegriaECSECS