In each game episode, you play as Dak, Sera, and young Hystorian Riq as they travel back in time to fix one of the Great Breaks. Use your Hystorian’s Guide to discover what has gone wrong in history. Then, the story continues as you explore the open environment and play mini games such as lock picking or white-water rafting. Along the way you will also complete side quests and speak with historical characters who will aid you in — or perhaps deter you from — your quest.
The Infinity Ring game boasts an immersive open-world environment in which players are free to explore a 3-D representation of sites around the globe and throughout time. The game is available on desktop computers. Coming soon for mobile and tablet devices.
Also see:
Scholastic goes global to promote its latest transmedia epic — from digitalbookworld.com
NEW MULTI-PLATFORM TIME TRAVEL ADVENTURE SERIES infinity ring™ LAUNCHES WITH global promotional campaign
FROM SCHOLASTIC
KIDS CAN PREVIEW THE INFINITY RING ONLINE GAME ON WWW.INFINITYRING.COM STARTING TODAY
Scholastic (NASDAQ: SCHL), the global children’s publishing, education, and media company, today announces a massive worldwide campaign to promote INFINITY RING™, a new multi-platform time travel adventure series for children ages 8-12, launching on August 28th simultaneously in the United States, Canada, United Kingdom, Australia, and New Zealand with “Book 1: A Mutiny in Time” by New York Times bestselling author James Dashner. As the pioneering force behind the groundbreaking and international bestselling The 39 Clues® series, Scholastic expands its innovative multi-platform publishing program with Infinity Ring, a fully immersive reading experience which combines books, an interactive “Hystorian’s Guide” map, and an online game experience where readers travel back in time to “fix” history.
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20 schools innovating with digital tools — from Getting Smart by Tom Vander Ark and Sarah Cargill
Excerpt:
Hans Renman in Stockholm (@tankom_hans) asked on Twitter, “Do you know any US schools that are REALLY using digital tools in an INTERESTING way for communication, marketing, or learning?” That tweet kicked off a few days of snooping around. Here is the list of 20 we came up with. We look forward to your additions!
4 ways to gamify learning in your classroom — from tophatmonocle.com
Excerpt:
This post explores the role of gamification in education and provides four examples of how you can bring the learning method into your classroom.
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Top Hat Monocle closes $8M to bring gamification to university classrooms — from betakit.com
Excerpt:
Today another student engagement platform, Top Hat Monocle, announced it has closed $8 million in Series A funding led by Emergence Capital Partners and iNovia Capital, with participation from SoftTech VC, Version One Ventures, and Golden Venture Partners. The Toronto- and San Francisco-based company, which raised $1.5 million in seed funding in November 2011, launched their product in 2010 and has been used by 65,000 students at over 150 global universities.
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Gamified courses from Course Hero and Bunchball boost student engagement — from gigaom.com by Ki Mae Heussner
Excerpt:
In some circles, the phrase “gamification” may have gone out of fashion, but Course Hero and Bunchball are intent on showing that it can still pack a punch in education.
In April, Course Hero, which uses free online resources to offer students digital study guides and other tools, launched a series of full-length online courses infused with game mechanics from Bunchball’s gamification platform. The companies Tuesday revealed some of the initial results from the partnership.
On average, users spend three times more time on the gamified courses than on all of CourseHero.com and total time on the platform has increased five percent since the Bunchball integration, Course Hero reported. The company also said that social sharing of achievements, which are awarded as students progress through the courses, has climbed nearly 400 percent since the Bunchball partnership.
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From DSC:
- There is enormous power when resources are reallocated to teams of specialists that come together in order to create engaging, multimedia-based, interactive learning materials! The products of these endeavors should prove to be highly beneficial — especially when they can be integrated into more hybrid/blended teaching and learning situations. That way, we can utilize the best of both the face-to-face and virtual worlds.
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Addendum on 7/19/12:
- Leveling up in your gamification — from GettingSmart.com by Adam Renfro
10 best colleges for game-based learning — from bestcollegesonline.com
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Excerpt:
If you were busy playing Call of Duty and you missed it, July 8 was Video Games Day. While most people’s experience with gaming involves mindless destruction or sports competition, educators have begun to see the value in the medium for helping students learn. While the research is still developing and some professors are still skeptical, these 10 colleges represent your best bets for learning while playing video and other games.
From DSC:
I wonder:
- If the video wall pictured above could be a Smart/connected TV and if it can share files as well as play files?
- If such a setup will involve machine-to-machine communications (NFC, other)?
- If it will be like banking setups whereby the student’s device must obtain a constantly rotating password to access a resource that expires in ___ seconds — and they must be in that room to get it?
- If it will be hardware or software based…or both?
Games for Learning — part of the Games for Change Festival
Excerpt from Jennifer Levine:
For 9 years, the Games for Change Festival has brought the advocacy of social impact games to the industry’s attention. It’s where educators are exposed to new initiatives to bring games for learning to new frontiers. This year, the Festival will devote two entire days focusing on how educators can use the impact of games in formal and informal classroom settings.
Join long time investor in tools for teaching game designer, AMD, as they present an entire track of programming and workshops dedicated to teaching game design in the classroom. And don’t miss the Games for Learning Institute track which highlights research into games-based learning in a series of engaging talks including talks from Constance Steinkuehler, James Paul Gee, and creators of Portal, Valve Software.
Beyond that, there’s a wealth of impressive discussions, roundtables, demos and more at our full program here.
With less than a month left to register for the festival, what are you waiting for? Register now and don’t forget that groups of 5 or more who register together get 25% off! (#G4C12 and/or @G4C on Twitter)