Top Four iPhone Kids Games

February 19th, 2009

iPhone Kids Games

At Ramo Games, we’ve seen a lot of new products for kids over the past few years - on consoles, portable devices, and especially the Internet.  One of the categories that we’ve seen grow rapidly has been iPhone games and applications for kids.  There is nothing better than handing over your iPhone to a child in the grocery cart or car (as long as they don’t throw it on the ground!).

We’re creating a whole category devoted to the iPhone, but we wanted to start by featuring our editorial team’s favorite four iPhone kids games, based on months of testing, cookies, testing, and more cookies.  These games are all available through the iTunes store.

1) Wheels on the Bus - Wheels on the Bus, by Duck Duck Moose Design, is an educational and fun interactive musical book, based on the popular children’s song and is available on the iPhone for you and your family.

2) Henry and Hailey’s Preschool Pals - Published by 3PM Studios, Henry & Hailey’s Preschool Pals is a fun, educational mix and match game designed for young children on the iPhone.

3) Brain Quest Blast Off - In this game by Modality, kids tap their way through thousands of questions as they strive to achieve genius status.  The content is based on an elementary school curriculum.

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Top Five Education Game Changers

October 29th, 2008

Although Ramo Games is primarily interested in educational games for kids, we have noticed a lot of momentum in the education space generally. Here are some sister Learning 2.0 companies to watch closely

Click to continue reading “Top Five Education Game Changers”

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Top 9 Educational Games Contest

October 15th, 2008

Top Educational Games

Hi -

We’re looking to make a list of the top educational games ever made, the top 9, in fact.  Do you have any suggestions? How about classics like Oregon Trail and Carmen Sandiego? Or perhaps newer, more socially conscious games like FreeRice?

Send us your top picks.  We’ll tally up the results and let you know the winners in a future post.

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Pew Internet Study - All teens are gamers

September 17th, 2008

Pew Study on Youth Gaming

The Pew Internet project, an initiative of the non-profit think-tank Pew Center today released the results of a nationwide U.S. survey on youth and gaming, called “Teens, Video Games, and Civics.” The authors interviewed over 1,000 youth.  For those of us in the space, the broad conclusions are not surprising.  The study found that 97% of teens ages 12-17 play computer, web, portable, or console games.  But more detailed cuts of the data highlight some interesting facts:

For example, 65% of game-playing teens play with other people who are in the room with them.  Also, 27% play games with people who they connect with through the Internet.  Clearly, gaming is increasingly becoming a social experience for youth, a way to transplant offline relationships online, or to form ones entirely.

Also, the survey found that the game play characteristics in which teens play games are correlated to their interest and engagement in civic and political activities.  We’ve often talked about the importance of serious games, which serve some underlying purpose other than pure entertainment.  The writers of the report, note,

“Longitudinal and quasi-experimental studies have identified a set of civic learning opportunities (such as simulations of civic or political activities, helping others, and debating ethical issues) that promote civic outcomes among youth. Many of these civic learning opportunities parallel particular elements of video game play.”

The offline-online dynamics of serious game play are fascinating in terms of thinking about games that we can build that reflect the real world, but that also carry meaning past the game itself, into the real world.  This includes building context for kids and teens in important areas like political activism, charity, and social awareness.

Click to continue reading “Pew Internet Study - All teens are gamers”

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EA Launches Long Awaited Spore

September 8th, 2008

Yesterday, EA released its long awaited massively single-player online game, Spore.  The game has received widespread acclaim over the past several months because of its technological richness and creative storyline and game design.  Spore allows a player to control the evolution of a species from its earliest beginnings, through its entire development.  The game is in the tradition of classics like Civilization and SimCity.

Players can populate their world in Spore using creatures that they, or others, make.   Even though the game is single player, objects or creatures built by users get uploaded to a master database for others to download and rate.  The game uses a sophisticated form of design called procedural animation.

The game has transplanted real-world debates into the realm of educational game design.  For instance, critics note how the game raises questions on creationism vs. evolution.  Game creators have even referred to their perspective as “creativolution.”  When it comes to educational games, does the content have to project a specific pedagogical theme? Or it can be open-ended? Spore allows for unbound creativity in universe design, but how much should that design reflect real-world constraints imposed by science? One might expect a similar debate when thinking about how real environmental concerns like global warming should be reflected in the game environmnet, if at all.

Here is a TV ad for the game and a link to the official website:

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California Algebra – Mandates aren’t the only formula

August 25th, 2008

California’s new requirement that all 8th graders complete algebra is very ambitious given the state’s current budget crisis. The mandate, which won’t go into effect until 2011, does have a positive outcome in that politicians are finally waking up to the fact that our schools are failing to keep kids interested in math. However, is a mandate the right way to go?

In a recent San Francisco Chronicle article titled “Algebra – it’s everywhere”, Jill Tucker writes about how our current math programs may be turning kids off. In her article, she quotes Stanford Mathematics Professor Keith Devlin as stating, “”Most of us who become mathematicians do so not because of our education but in spite of it,” Devlin said. “We’re turning kids off a subject that is useful and incredibly interesting and beautiful if taught correctly.”

Click to continue reading “California Algebra – Mandates aren’t the only formula”

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How About Math Games for Girls?

August 20th, 2008

The Science Journal’s July 25th article titled “Gender Similarities Characterize Math Performance” stated that US standardized test now show equality in math test scores between boys and girls.  Can we now put all opinions stating the contrary to rest now?   Hopefully, however we must acknowledge that we have a long way to go in terms of getting more females into traditionally male dominated careers such as engineering and science.

The first step is to help girls stay interested in math and science well into high school.  One possible opportunity to do so is with educational games focused on girls.  Educational games could help reinforce math concepts in an environment where girls can engage, discuss and explore math and science concepts with other girls who have similar interests.  Too often math and science concepts are presented in a context that favors the interests of boys more than girls.  Math games that appeal to the interest of girls could help keep them engaged and interested in math.

In general, to keep girls interested in math and science we need to focus on creating a learning environment that lets them explore and apply these concepts in a manner that is fun, safe and engaging.

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Building Geography Literacy Through Educational Games

August 13th, 2008

United States GeoQuest - Geography Game

Much has been written about the poor knowledge of geography of Americans.  For example, in a survey, 63% of respondents could not identify Iraq on a map.  Fewer than half could identify New York and Ohio.  If we really believe in the flattening of the world, then it is more important than over to ensure we (and our kids) are global citizens.

Today, at RamoGames.com we’re releasing a bunch of games to help improve our knowledge about geography.  They include games covering, Africa, Asia, India (we had to do this one given the origins of our name!), Europe, North America, and South America.  They are suitable for all ages, and we even predict that kids will do better than adults in some of them.

Let us know your high score in the comments and we look forward to hearing your feedback!

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Kids educational games directory live at RamoGames.com

August 8th, 2008

Kids educational game portal launches

Hi -

Today, we are pleased to announce the launch of one of the most comprehensive directories of kids educational games at RamoGames.com.

We’ve cataloged hundreds of games on the Internet and placed them into categories like geography, math, logic, and word. We’ve added useful metadata about each game and given users a chance to comment and rate them.

We’ve even built some of our own games including the especially fun geography map game, Asia GeoQuest (can you get 10/10 countries right?).

When talking to teachers and parents the past few months, we realized that there is no good resource for finding good quality educational games on the Internet. So we decided to put one together.

We’re still going to be forging ahead with developing our own games for kids, but RamoGames.com is a taste of what’s ahead.

Of course, the site is in beta, so we’d appreciate any feedback you have, including suggestions on games that we are missing.

Click to continue reading “Kids educational games directory live at RamoGames.com”

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Video Game Improves Cancer Treatment For Young Adults

August 4th, 2008

Gamasutra and the SF Chronicle today discuss the findings of a non-profit called HopeLab, founded in 2001, concluding that video games can help encourage young people with cancer to take their medications more consistently.  Dr. Steve Cole, who helped direct the study, wrote,

“We now know that games can induce positive changes in the way individuals manage their health.  The game not only motivates positive health behavior; it also gives players a greater sense of power and control over their disease — in fact, that seems to be its key ingredient.”

The game, called Re-Mission, and introduced in May 2006, is an open community for teenagers and young adults afflicted with cancer.  The study followed 375 teens and young adults with cancer at 34 medical centers in the United States, Canada, and Australia. The results were very promising: young people who played the game maintained higher blood levels of chemotherapy and showed higher rates of antibiotic utilization than those who did not.

Re-Mission is powerful because of its focus on a specific cause and the ability to combine interactivity with gameplay.  Here is a trailer of the game:

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