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	<title>GameProf</title>
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	<link>http://www.gameprof.com</link>
	<description>Joey J. Lee, Ph.D. - designing and studying games for social and educational impact</description>
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		<title>Designing Games to Address Real-World Problems</title>
		<link>http://www.gameprof.com/news/designing-games-to-address-real-world-problems.html</link>
		<comments>http://www.gameprof.com/news/designing-games-to-address-real-world-problems.html#comments</comments>
		<pubDate>Sat, 25 May 2013 15:36:24 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Presentations]]></category>
		<category><![CDATA[festival]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[keynote]]></category>

		<guid isPermaLink="false">http://www.gameprof.com/?p=350</guid>
		<description><![CDATA[I recently gave a keynote presentation as part of Teachers College: The Next Generation, part of the Academic Festival 2013.  In began the talk by describing three real-life &#8220;boss level...]]></description>
			<content:encoded><![CDATA[<p>I recently gave a keynote presentation as part of <em>Teachers College: The Next Generation</em>, part of the Academic Festival 2013.  In began the talk by describing three real-life &#8220;boss level challenges&#8221; &#8212; the really daunting challenges of (1) motivation and engagement in classrooms, (2) preparing students for tomorrow&#8217;s jobs, and (3) climate change and sustainability.</p>
<p>Next, I showed a picture of silk factory workers from the 19th century during the Industrial Revolution era and juxtaposed it with traditional classrooms.  The old goal of education was to mass-produce assembly line workers to have one (the same) skill.  Learning looks very different today. In the kind of BYOD (bring your own device) era that we find ourselves in today, learning is about tinkering, creating things, collaborating, being entreprenurial, understanding systems, bridging cultures, and self-directedness.</p>
<p>Finally, I showed the current progress of three projects that target the three &#8220;boss-level&#8221; challenges described above.  Arctic Crisis, a multiplayer card game, addresses empathy and systems thinking by asking players to manage and protect Arctic species in an ecosystem from threats like industrialization and poaching.  Greenify, a mobile app, tackles the challenge of fostering sustainable communities through user-created real-world missions.  Finally, Scholar&#8217;s Quest/Science City Heroes is a gamification of education project that attempts to apply game-based principles to support a mastery orientation and better dynamics that support learning.</p>
<p><img title="joey-bosslevel" src="http://www.gameprof.com/wp-content/uploads/2013/05/joey-bosslevel-e1369495649230.jpg" alt="" width="806" height="714" /></p>
<p><img class="alignnone size-medium wp-image-354" title="Tongji2013-prez1" src="http://www.gameprof.com/wp-content/uploads/2013/05/Tongji2013-prez1-300x224.jpg" alt="" width="300" height="224" /></p>
<p>&nbsp;</p>
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		<title>Games and the Curriculum: Toward a New Educational Model</title>
		<link>http://www.gameprof.com/news/games-and-the-curriculum-toward-a-new-educational-model.html</link>
		<comments>http://www.gameprof.com/news/games-and-the-curriculum-toward-a-new-educational-model.html#comments</comments>
		<pubDate>Sat, 25 May 2013 03:34:58 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Presentations]]></category>
		<category><![CDATA[gamification]]></category>
		<category><![CDATA[panel]]></category>

		<guid isPermaLink="false">http://www.gameprof.com/?p=347</guid>
		<description><![CDATA[I recently spoke at Games and the Curriculum: Toward a New Educational Model, a symposium in New York hosted by Excelsior College.  Speakers included Clark Aldrich (Clark Aldrich Designs), Jon...]]></description>
			<content:encoded><![CDATA[<p>I recently spoke at <em>Games and the Curriculum: Toward a New Educational Model</em>, a symposium in New York hosted by Excelsior College.  Speakers included Clark Aldrich (Clark Aldrich Designs), Jon Aleckson (Web Courseworks Ltd), Tobi Saulnier (1st Playable Productions) and Ben DeVane (University of Florida) and Lee Sheldon (RPI).</p>
<p>We touched upon several issues at the two-hour symposium, including whether games can improve student persistence, retention, and success and how games can transform curriculum and lead to greater student engagement and better learning outcomes.</p>
<p><img title="Games panel" src="http://www.gameprof.com/wp-content/uploads/2013/05/excelsior.jpg" alt="" width="320" height="229" /></p>
<p>Click here to <a href="ttp://www.excelsior.edu/web/news/college-news/-/blogs/games-and-the-curriculum:-towards-a-new-educational-model-webcast">watch the webcast of this symposium</a>.</p>
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		<title>TC Cross-Cultural Games Challenge and Incubator</title>
		<link>http://www.gameprof.com/news/tc-cross-cultural-games-challenge-and-incubator.html</link>
		<comments>http://www.gameprof.com/news/tc-cross-cultural-games-challenge-and-incubator.html#comments</comments>
		<pubDate>Mon, 22 Apr 2013 04:04:01 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[challenge]]></category>
		<category><![CDATA[ESL]]></category>
		<category><![CDATA[incubator]]></category>

		<guid isPermaLink="false">http://www.gameprof.com/?p=337</guid>
		<description><![CDATA[In an effort to encourage the development of creative ideas, entrepreneurship and game-based technology solutions to address challenges facing education, the Teachers College Games Research Lab launched the first ever...]]></description>
			<content:encoded><![CDATA[<p>In an effort to encourage the development of creative ideas, entrepreneurship and game-based technology solutions to address challenges facing education, the Teachers College Games Research Lab launched the first ever Educational Games Incubator Challenge.  This year&#8217;s theme was Cross-Cultural Games &#8212; to design and develop a mobile game to teach English vocabulary to non-native speakers in an effective and fun way based upon solid learning theory and game design principles.</p>
<p>Of twenty-four submissions, six teams were chosen by judges to give extended pitch presentations for the Final Round.  The panel of judges represented academia, industry, and non-profit:  Dr. Joey J. Lee, Assistant Professor of Technology and Education at Teachers College; Dr. Charles Kinzer, Professor of Technology and Education at Teachers College; Scott Price, Senior Project Manager at BrainPOP; Anna Ly, Research Fellow at the Joan Ganz Cooney Center; Samuel Ahn, CEO of Big Apple Education; and Pen-Pen Chen, Bilingual Speech and Language Pathologist for the NYC Department of Education and CEO of Penguistics Solutions.</p>
<p>The winning teams receive up to $16,000 in seed funding to partner with the TC Games Research Lab to design and develop the educational games. The lab will incubate the projects over the following year.  This event was very well received, especially as a means to bring together talented individuals all over New York City with similar interests and to mobilize their efforts to create successful educational technology projects.</p>
<p><img class="alignnone size-medium wp-image-339" title="INCUBATOR2" src="http://www.gameprof.com/wp-content/uploads/2013/04/INCUBATOR2-300x225.jpg" alt="" width="300" height="225" /></p>
<p><img class="alignnone size-medium wp-image-340" title="INCUBATOR3" src="http://www.gameprof.com/wp-content/uploads/2013/04/INCUBATOR3-300x213.jpg" alt="" width="300" height="213" /></p>
<p><img class="alignnone size-medium wp-image-343" title="INCUBATOR1" src="http://www.gameprof.com/wp-content/uploads/2013/04/INCUBATOR11-300x256.jpg" alt="" width="300" height="256" /></p>
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		<title>Gamification of Education: What, How, and Why Bother?</title>
		<link>http://www.gameprof.com/blog/gamification-of-education-what-how-and-why-bther.html</link>
		<comments>http://www.gameprof.com/blog/gamification-of-education-what-how-and-why-bther.html#comments</comments>
		<pubDate>Sat, 02 Mar 2013 15:57:54 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recent Publications]]></category>
		<category><![CDATA[classroom]]></category>
		<category><![CDATA[gamification]]></category>

		<guid isPermaLink="false">http://www.gameprof.com/?p=317</guid>
		<description><![CDATA[Games and game-like elements have invade the real world. This has been happening for years, and will only continue to grow, as wearable computing is projected to become a $1.5B...]]></description>
			<content:encoded><![CDATA[<p>Games and game-like elements have invade the real world. This has been happening for years, and will only continue to grow, as <a href="http://www.google.com/url?sa=t&amp;rct=j&amp;q=&amp;esrc=s&amp;source=web&amp;cd=1&amp;cad=rja&amp;ved=0CDIQFjAA&amp;url=http%3A%2F%2Fqz.com%2F22943%2Fstudy-wearable-computing-will-be-a-1-5b-business-by-2014%2F&amp;ei=FB0yUYGhIcXw0QHej4DoBw&amp;usg=AFQjCNHd9nHW0JloGL4gTr7Q__9czHKy_w&amp;bvm=bv.43148975,d.dmQ" target="_blank">wearable computing is projected to become a $1.5B business by 2014</a> and big players such as Google release their <a href="http://www.youtube.com/watch?v=v1uyQZNg2vE" target="_blank">amazing augmented reality glasses</a> in the upcoming year.  Now, ordinary folks can use any of the countless apps and websites that give real-world rewards and points for fitness, shopping, exercise, language learning and so on.</p>
<p>One of my main research areas attempts to use gamification, the incorporation of game elements into non-game settings, as a strategy to help schools face major problems around student motivation and engagement.  It seems like a perfect fit &#8212; as gamification, when designed and implemented properly, promotes a mastery orientation, engagement, creativity, persistence, and better classroom dynamics such as collaboration and teamwork.</p>
<p>Over the past couple years, I have explored the use of game principles in the classroom, both at the higher education level and in urban middle school science classrooms.  The results have been promising, although some of the issues that arise may be surprising to some educators.  I&#8217;ve published this work in a number of conferences, including the Games, Learning and Society conference.</p>
<p>If gamification is to be of use to schools, however, we must better understand what gamification is, how it functions, and why it might be useful.  In a journal article <a href="http://www.gameprof.com/blog/gamification-of-education-what-how-and-why-bther.html/attachment/aeq-lee-hammer-2011" rel="attachment wp-att-318">Jessica Hammer and I published in Academic Exchange Quarterly</a>, we addresses all three questions – what, how, and why bother? – while exploring both the potential benefits and pitfalls of gamification of education.</p>
<p>Click here to <a href="http://www.gameprof.com/blog/gamification-of-education-what-how-and-why-bther.html/attachment/aeq-lee-hammer-2011" rel="attachment wp-att-318">read the article.</a></p>
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		<title>Fostering Sustainability via Gamification</title>
		<link>http://www.gameprof.com/blog/fostering-sustainability-via-gamification.html</link>
		<comments>http://www.gameprof.com/blog/fostering-sustainability-via-gamification.html#comments</comments>
		<pubDate>Sat, 02 Mar 2013 15:27:41 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Recent Publications]]></category>

		<guid isPermaLink="false">http://www.gameprof.com/?p=309</guid>
		<description><![CDATA[Can game mechanics and social networking lead to a better world?  There is a need to explore new technology-supported approaches to address the serious challenges of climate change and sustainability....]]></description>
			<content:encoded><![CDATA[<p>Can game mechanics and social networking lead to a better world?  There is a need to explore new technology-supported approaches to address the serious challenges of climate change and sustainability.</p>
<p>I&#8217;m happy that my students in the Games Research Lab and I got a <a href="http://www.gameprof.com/?attachment_id=311&quot; rel=&quot;attachment wp-att-311">paper</a> accepted in the upcoming ACM SIGCHI Conference on Human Factors in Computing Systems (CHI 2013), the premier international conference on human-computer interaction.  This year&#8217;s theme is <em>changing perspectives</em>: &#8220;offering new visions of people interacting with technology.&#8221;</p>
<p>Given this conference theme, it&#8217;s appropriate that our paper, <a href="http://www.gameprof.com/blog/fostering-sustainability-via-gamification.html/attachment/lee-et-al-2013-chi-greenify" rel="attachment wp-att-311">Greenify: Fostering Sustainable Communities via Gamification</a> aims to provide a positive vision of how we can achieve sustainability.  Our view follows Ehrenfeld (2009) and Grant (in press) in that sustainability is the &#8220;possibility of all of life flourishing together.&#8221;  Based upon our review of the literature, it is important to frame sustainability as a positive vision that leverages autonomy, intrinsic motivation and self-determination and to leverage the social power of the group rather than the individual.</p>
<p>At Teachers College, Columbia University, the Games Research Lab has created Greenify, an online social platform designed to foster flourishing sustainable communities. Gamification elements facilitated the creation and completion of user-generated missions, encouraging interaction between geographically proximate communities of peers. Three elements were identified as necessary components to achieve sustainable communities: a healthy climate and environment, social well-being, and economic security.  This paper describes our approach in addressing these elements through a crowdsourced, gamified system. Implications for interaction design are also discussed.</p>
<p>Click here to <a href="http://www.gameprof.com/?attachment_id=311&quot; rel=&quot;attachment wp-att-311">read the paper</a>.</p>
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		<title>Teaching in the Classroom of the Future</title>
		<link>http://www.gameprof.com/blog/teaching-in-the-classroom-of-the-future.html</link>
		<comments>http://www.gameprof.com/blog/teaching-in-the-classroom-of-the-future.html#comments</comments>
		<pubDate>Sat, 02 Mar 2013 01:19:23 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[classroom]]></category>
		<category><![CDATA[teaching]]></category>

		<guid isPermaLink="false">http://www.gameprof.com/?p=298</guid>
		<description><![CDATA[This semester, I&#8217;ve had the privilege of teaching a seminar on game-based learning research in Teachers College&#8217;s Smart Classroom Prototype.  As soon as you spend a few moments in the...]]></description>
			<content:encoded><![CDATA[<p>This semester, I&#8217;ve had the privilege of teaching a seminar on game-based learning research in Teachers College&#8217;s Smart Classroom Prototype.  As soon as you spend a few moments in the room, you quickly realize that this is no ordinary classroom.  You&#8217;re greeted by two large touchscreen panels, four displays, video cameras that enable videoconferencing, versatile furniture including modular whiteboard surface walls, chairs that can convert into tables; tables that double as whiteboard surfaces&#8230;</p>
<p><img class="alignnone size-medium wp-image-299" title="mstu5015-classteaching2" src="http://www.gameprof.com/wp-content/uploads/2013/02/mstu5015-classteaching21-300x225.jpg" alt="" width="300" height="225" /><br />
It&#8217;s been a useful environment that promotes the values that I&#8217;m trying to promote for the course: experimentation, collaboration, tinkering, and exploration of the cutting edge developments in interactive learning technology and game-based learning.   In my game design course last semester, I experimented with using game principles and applying them to the classroom in order to foster a mastery orientation and 21st century skills such as creativity, problem-solving and an entrepreneurial learning mindset.  This time around, I&#8217;ve been experimenting with newer modes of communication and various technology tools during class, including a <a title="Twitter" href="https://twitter.com/search/realtime?q=%23mstu5015">live Twitter feed for the class</a> that allows students to ask questions and share links to relevant and useful resources during class discussion.  The whiteboards have been useful for collaborative concept mapping and allowing students to critique each others&#8217; work.</p>
<p><img class="alignnone  wp-image-301" title="Collaborative Concept Map" src="http://www.gameprof.com/wp-content/uploads/2013/02/Photo-Feb-11-4-07-15-PM-300x168.jpg" alt="Collaborative Concept Map" width="420" height="235" /></p>
<p><img class="alignnone size-large wp-image-300" title="Classroom of the future" src="http://www.gameprof.com/wp-content/uploads/2013/02/Photo-Feb-25-4-34-20-PM-e1361995643475-768x1024.jpg" alt="" width="768" height="1024" />So far students have enjoyed the space, and I would say it has fostered improved collaboration, common ground and distributed cognition.</p>
<p>With so much innovation originating from the mobile consumer electronics and online informal learning space, part of me wonders if this smart classroom prototype needs to project even farther into the future.  As gamification of education, augmented reality apps, wearable computing devices, learning apps, MOOCs and new models of education become increasingly mainstream, it will be interesting to see how this classroom will be able to support any changes in the coming years.</p>
<p>I would love for there to be some easier modes to display information from personal devices (something like Apple&#8217;s AirPlay technology), and perhaps some interesting new gestural interaction technology, such as the <a href="https://www.leapmotion.com/">Leap Motion</a> device.  More reflections soon as I have them.</p>
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		<title>Scholar&#8217;s Quest featured in Forbes Magazine</title>
		<link>http://www.gameprof.com/games/scholars-quest-featured-in-forbes-magazine.html</link>
		<comments>http://www.gameprof.com/games/scholars-quest-featured-in-forbes-magazine.html#comments</comments>
		<pubDate>Wed, 27 Feb 2013 16:02:15 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[gamification]]></category>

		<guid isPermaLink="false">http://www.gameprof.com/?p=323</guid>
		<description><![CDATA[In the Forbes Magazine article entitled, Education Meets ‘World Of Warcraft’, Israel Shapiro writes about how educators on college campuses are increasingly turning to gaming techniques to turn classrooms into interactive experiences.  Includes...]]></description>
			<content:encoded><![CDATA[<p>In the Forbes Magazine article entitled, <strong><a href="http://blogs.forbes.com/michaelnoer/2011/08/03/top-colleges-shapiro/" rel="nofollow" target="_blank">Education Meets ‘World Of Warcraft’</a></strong>, Israel Shapiro writes about how educators on college campuses are increasingly turning to gaming techniques to turn classrooms into interactive experiences.  Includes a nice shoutout to Scholar’s Quest and the work we are doing with the quest-based learning projects at Teachers College.</p>
<p>Scholar&#8217;s Quest is an innovative project that uses quest-based learning, social networking elements and peer teaching and learning to help graduate students at Teachers College learn how to be successful. Students complete real-world missions and quests, earn “experience points,” collaborate with other players and share knowledge with peers in order to learn strategies for success and simultaneously making the school a more vibrant community.</p>
<p>A survey given to TC faculty identified the specific actions, traits and skills that faculty recognized as important.  In this way, Scholar&#8217;s Quest turned tacit practices into explicit, structured tasks.  Scholar&#8217;s Quest consists of quests including: How to get a great job, Navigating TC resources, The pursuit of knowledge/exploring research opportunities at TC, and Social aspects of graduate school including networking.</p>
<p>Visit the older <a href="http://www.scholarsquest.com/">Scholar&#8217;s Quest site</a> or the <a href="http://blogs.forbes.com/michaelnoer/2011/08/03/top-colleges-shapiro/">Forbes article</a>.  We are currently in the process of acquiring additional funding to further develop this project.</p>
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		<title>Money, Time, and Tactics: Can Games Be Effective in Schools?</title>
		<link>http://www.gameprof.com/blog/money-time-and-tactics-can-games-be-effective-in-schools.html</link>
		<comments>http://www.gameprof.com/blog/money-time-and-tactics-can-games-be-effective-in-schools.html#comments</comments>
		<pubDate>Wed, 27 Feb 2013 00:35:10 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[classroom]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.gameprof.com/?p=291</guid>
		<description><![CDATA[In an interesting blog post at MindShift / KQED, Tina Barseghian discusses many of the challenges in the use of games and game-like approaches for the classroom.  Barseghian describes the...]]></description>
			<content:encoded><![CDATA[<p>In an <a href="http://blogs.kqed.org/mindshift/2013/01/money-time-and-tactics-can-games-be-effective-in-schools/" target="_blank">interesting blog post</a> at MindShift / KQED, Tina Barseghian discusses many of the challenges in the use of games and game-like approaches for the classroom.  Barseghian describes the difference between <em>short-form learning games</em> &#8212; ideal for fitting within a single class period &#8212; and long-form games &#8212; games that spread across several weeks.</p>
<p>The part of the article that resonates with me is the end section in which Barseghian talks about a number of &#8220;recent trends that provide an increasingly positive area for learning games.&#8221; Classrooms may be much more amenable to game-based learning due to trends including: include the move to one-to-one computing; a &#8216;bring your own device&#8217; infrastructure for learning; greater accessibility to the internet; and a wider acceptance of the value of games for education, including the research community.</p>
<p>Click here to <a title="Games Classroom" href="http://blogs.kqed.org/mindshift/2013/01/money-time-and-tactics-can-games-be-effective-in-schools/">read the article</a>.</p>
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		<title>Lee receives NSF grant award to design climate change games</title>
		<link>http://www.gameprof.com/news/lee-climate-change-games.html</link>
		<comments>http://www.gameprof.com/news/lee-climate-change-games.html#comments</comments>
		<pubDate>Thu, 27 Sep 2012 19:03:51 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[awards]]></category>
		<category><![CDATA[climate change]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[NSF]]></category>

		<guid isPermaLink="false">http://www.gameprof.com/?p=285</guid>
		<description><![CDATA[Joey Lee is a Co-principal Investigator for one of six Climate Change Education Partnership-Phase II (CCEP-II) program awards from the National Science Foundation (NSF).  The CCEP-II program will provide $5.65 million in funding...]]></description>
			<content:encoded><![CDATA[<p>Joey Lee is a Co-principal Investigator for one of six Climate Change Education Partnership-Phase II (CCEP-II) program awards from the National Science Foundation (NSF).  The CCEP-II program will provide $5.65 million in funding over the next five years to Dr. Lee and the rest of the Polar Learning and Responding: PoLAR Climate Change Education Partnership led by Professor Stephanie Pfirman and the Columbia Climate Center with partners from Barnard College, The American Museum of Natural History, University of Alaska Fairbanks, and University of New Hampshire.  This PoLAR partnership had previously been awarded a $1.2M grant from NSF as part of CCEP Phase I funding to build partnerships and engage in strategic planning for Phase II. With the funding provided by the Phase II award, PoLAR will initiate full-scale implementation of a suite of activities that focus on the public’s fascination with the changing poles to engage adult learners in interactive and novel, game-like educational approaches to climate change education.</p>
<p>Lee&#8217;s work in the PoLAR partnership focuses on the design, development and study of innovative game-based approaches to climate change education and to promote real-world action.  EcoImpact Missions was designed and developed as an online social network gamification system that motivates adults to create and share among their peers practical, user-created real-world missions (actionable knowledge) on climate change.  Arctic Hope, a strategy and simulation game, teaches adults and children food web interdependencies and various threats to Arctic ecosystems.</p>
<p>The PoLAR vision uses novel educational methods, which Phase I demonstration activities and learning research show can motivate self discovery, exploration and better understanding of complex material.  PoLAR will look at incorporating these tools into both informal and formal educational settings in an aim to produce transformative development in climate change education.  In Phase II, PoLAR will further research into the efficacy of various approaches and platforms, including current and emerging technologies, based on scientific evidence, learning theory, and education practice as well as with consultation from leaders in the gaming industry, Games for Change.</p>
<p>Link to award details: <a href="http://www.nsf.gov/awardsearch/showAward.do?AwardNumber=1239783" target="_blank">http://www.nsf.gov/awardsearch/showAward.do?AwardNumber=1239783</a></p>
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		<title>&#8220;Gamifying the Classroom&#8221; Featured in TC Today</title>
		<link>http://www.gameprof.com/news/gamifying-the-classroom-featured-in-tc-today.html</link>
		<comments>http://www.gameprof.com/news/gamifying-the-classroom-featured-in-tc-today.html#comments</comments>
		<pubDate>Tue, 22 May 2012 16:15:42 +0000</pubDate>
		<dc:creator>Axle</dc:creator>
				<category><![CDATA[News]]></category>

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		<description><![CDATA[Dr. Joey Lee&#8217;s gamification of education projects were featured in a recent article entitled &#8220;Game for Learning.&#8221;  Click here to read the article about Gamifying the Classroom.]]></description>
			<content:encoded><![CDATA[<p>Dr. Joey Lee&#8217;s gamification of education projects were featured in a recent article entitled &#8220;Game for Learning.&#8221;  Click here to read the article about <a rel="attachment wp-att-276" href="http://www.gameprof.com/news/gamifying-the-classroom-featured-in-tc-today.html/attachment/tc_today_joeylee_brief">Gamifying the Classroom.</a></p>
<p><a title="Gamifying the Classroom" rel="attachment wp-att-280" href="http://www.gameprof.com/news/gamifying-the-classroom-featured-in-tc-today.html/attachment/tccover"><img title="tccover" src="http://www.gameprof.com/wp-content/uploads/2012/05/tccover-150x150.jpg" alt="" width="150" height="150" /></a></p>
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