Posts Tagged ‘educational games’

Top Five Education Game Changers

Wednesday, 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

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Top 9 Educational Games Contest

Wednesday, 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

Wednesday, 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.

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California Algebra – Mandates aren’t the only formula

Monday, 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.”

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Building Geography Literacy Through Educational Games

Wednesday, 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

Friday, 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.

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Play Word Games and Feed Hungry People - FreeRice

Monday, July 21st, 2008

FreeRice - Play Word Games and Feed Hungry People

At Ramo, we’re big fans of serious games, games that serve a purpose other than pure entertainment. The ability to create engaging products with meaning beyond the games themselves is wonderful, especially if the lives of others can be improved.

In a previous post, we wrote about FreeRice. The website, in cooperation with the UN World Food Program, donates 20 grains of rice to the hungry across the globe for every word that a visitor gets right in its word game.

Best of all, the game is surprisingly simple. You are given a word and you must click on one of four choices that most accurately reflects its meaning. The game gets harder after each correct answer, but 20 more grains of rice get donated for each word that you get correct.

As of today, 39,471,718,130 grains of rice have been donated. Roughly several million grains of rice get donated every month.

The simplicity of FreeRice, combined with the charitable nature of the cause and the fact that visitors of any age can play it make it one of the best examples of a serious game with meaningful educational value. In fact, the guy who started the game built it using the 10,000 words his son was studying to prepare for the SAT.

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Where in the world is Where in the World Is Carmen Sandiego?

Tuesday, July 15th, 2008

Oregon Trail

Most of the team at Ramo grew up playing classic computer games like Oregon Trail, Carmen Sandiego, and Reader Rabbit. These games were fun for us (as kids), but were educational in ways that made parents and teachers comfortable. Importantly, many of these games had educational value in the form of real-world learning, not just simple mechanical drills that would have felt too much like school. After all, where else would we learn about dysentery except in Oregon Trail? The developers of these games did a fine job building engaging products that emphasized some kind of learning to make the games meaningful beyond the simple entertainment value.

The big question is, what happened to these terrific game franchises?

The Learning Company, which was a pioneer in the edutainment space and developed titles like the ones above, got acquired by a handful of different companies, including Mattel; it is presently owned by Riverdeep. Looks like many of the original titles are still available, either in a boxed or downloadable format. The Learning Company website references nostalgic memories of Oregon Trail: “Develop solutions to help your friends and family survive the dangers of the long journey, including raging rivers, buffalo stampedes, sickness, and starvation.” Just the skills kids need to be prepared for the 21st century. Unfortunately, some of these games haven’t been updated in a few years.

What are some of your favorite memories of the classics?

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Video games as therapy for the mind, body, and soul

Monday, July 7th, 2008

Brain fitness and video games

I read an article recently on the growing use of computer and video game entertainment as a form of therapy. This school of thought argues that there are a handful of non-entertainment benefits to consuming certain types of games:

Exercise: not your fingers from pressing up-up-down-down-left-right-left-right-B-A-start (think Konami code back in the days of Contra), but real exercise through devices like the Wii, which encourage rapid cardio through cleverly designed fitness games. The product is especially popular with therapists and children.

Health: Quit smoking-expert Alan Carr is launching a series of games on the Nintendo DS this fall called “The Easy Way to Stop Smoking.” 10M smokers have already used his products to quit smoking.

Education: Former U.S. Supreme Court Justice Sandra Day O’Connor recently announced her involvement in Our Courts, a project to teach kids about civics. There also been a growing brain fitness movement, with games like Brain Age. Brain Age and its sister titles have sold over 10M copies worldwide, indicating a huge demand for education-focused gaming.

Philanthropy: FreeRice enables individuals to contribute to ending world hunger by playing simple word games on its site, which is in partnership with the UN World Food Program.

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