Bringing back and re-envisioning some of The Education Arcade’s best games. While the ideas are classics, the implementations are nw.
Games play an important role in the learning process: they provide a safe, creative environment in which student learn to experiment, collaborate, and problem-solve. We work with educators to make sure our games tie into their math and science curricula. The games we develop can be played on computers or mobile devices and are used both inside and outside the classroom. Also click here to check out our games archive.
Bringing back and re-envisioning some of The Education Arcade’s best games. While the ideas are classics, the implementations are nw.
Radix Renaissance is a revival of the original The Radix Endeavor. This new version uses the art, quests, dialog, music and systems of the original and places them in a single player game based on modern web technologies.
We’re in this Together (WIT) leverages headset-based mixed reality to create co-located, collaborative participatory simulations (p-sims) for exploring complex phenomena in science. The platform can synchronize up to 10 players using Meta Quest mixed reality headsets (3, 3S, or Pro), anchoring a virtual p-sim in a shared physical space such as a classroom.
Gnome Gnolf is a mobile augmented reality puzzle game, designed as a playful introduction to spatial geometry transformations for middle and high school students. The game is played by holding up a smartphone to view 3D game levels, which are anchored in real space using AR technology.
We are in the early stages of developing AI-supported learning games that use AI to support reflection, abstraction and personalization of learning.
Tragedy of the Commons (ToC) is a Psim game about economics and population biology.
Players draw on each other’s observations to develop a hypothesis and agree on an experiment to conduct.
The MIT STEP Lab has developed a suite of mobile-device enabled activities called pSims, short for participatory simulations. These pSims leverage mobile devices (e.g., smartphones) to enable participants to engage in active, inquiry-based learning through their interactions with the simulation, and coordination and discussion with one another.
The Collaborative Learning Environments in Virtual Reality (CLEVR) project is to create immersive virtual reality learning experiences that can be used in today’s classrooms. CLEVR is a partnership between the Education Arcade and the MIT Game Lab, and is supported by Oculus. We are developing a collaborative educational game using immersive 3DVR to help teams of 9th grade students learn cell biology and the central dogma.