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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!

Your future TV is not about Tele-Vision [Eaton]

Your future TV is not about Tele-Vision — from FastCompany.com by Kit Eaton

Excerpt (emphasis below from DSC; also see the above categories to see how I see this as a highly-relevant component to our future learning ecosystems):

Then imagine what a hybrid of Apple’s tech and efforts like GetGlue, Shazam, and other interactive systems will be like when they’re more integrated into your 2017 smart TV. The big screen in your living room won’t be a one-way window into another world you can’t touch anymore. It’ll be a discovery engine, a way to learn facts, interact with the world, talk to people, find new and surprising content to absorb. Advertisers will love it, and companies like Nielsen–which largely has to guess all those stats about who watches which show at primetime nowadays–will be able to get accurate data…which may mean more appealing shows.

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

Also see:

The decline of US manufacturing jobs and living standards — from bbc.co.uk by Jonny Dymond BBC News, Michigan

Excerpt:

For decades America’s vibrant manufacturing sector provided poorly educated workers a bridge to the middle class. But today’s plants need highly skilled workers who know their way around ultra-high tech machinery.

From DSC:
While manufacturing levels are back up, unemployment rates continue (McAfee, 8/8/12 –> “But new manufacturing facilities in America and elsewhere today don’t need large numbers of hard-working-but-unskilled workers; they need small numbers of hard-working-and-highly-skilled ones.”).

I have a feeling the middle class is going to continue to shrink here in America, unless we can reinvent ourselves. But reinventing ourselves requires that people learn about new things — something much more feasible if people like to learn. 

Upon graduating high school, do our students like to learn? Upon graduating college, do your students enjoy learning about new things? If not, how can we make learning more engaging and enjoyable?  That’s imporant these days because there”s no more hopping on the corporate bandwagon for 40 years and then retiring with a nice pension/401(K) plan.  All of us will need to “go back to our drawing boards” many times during our lifetimes now.

 Also see:

 

 

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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If attention can be visualized as a gate...is it getting harder to get through the gate?

 

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Addendum on 7/19/12:

When the technologies behind Watson and Siri get perfected and integrated into the “Learning from the Living [Class] Room” environment [Christian]


From DSC:

When the technologies behind IBM’s Watson and Apple’s Siri get perfected and integrated into products and services that will make up the near future “Learning from the Living [Class] Room” environment— there will be:


 

  • A high degree of personalization and customization — available 24x7x365 on multiple kinds of devices
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  • The option to turn on tracking and analytics — reporting from which can be moved into the learner’s cloud-based profile upon completion of the unit/activity/badge
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  • Students of all ages will have access to their own virtual tutors so to speak
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  • When a virtual tutor is unable to resolve or address the student’s issue to the student’s satisfaction, the student will be able to instantly access a human tutor (with the option of keeping the existing work/issue/problems visible to the human tutor)

 

IBM's Watson -- incredible AI!

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

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Addendums:

 

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.

 

Bridging Our Future, envisioned by Intel  -- June 2012

 

Description:

By connecting education with smarter technology, Intel offers a look into the future of K-12 education. Watch as students use technology to collaborate with peers and industry experts to build a bridge model, from the initial design phase through the final structure testing. Intel’s education solutions help teachers provide innovative, personalized and secure learning environments to prepare students for successful futures in the 21st century.

I originally saw this at

 

 

The first principle of blended learning — from innosightinstitute.org by Heather Clayton Staker

Excerpt:

As I talk to people who want to blend online learning into students’ curriculum, the most frequent question I get is what online content is best? I respect that question, and others that sound really good too, like what does a student-centric classroom look like? Or what should be the teacher’s role?

But I am convinced that the infinitely most important question to ask first is what will motivate students to love this? My observation is that once a student’s heart is in it, the learning happens naturally, elegantly, and quickly. Imagine a classroom filled with students who want to be there, are focused, engaged, even clamoring to learn. But getting students into that righteous flow*, where they learn something because they genuinely love learning it—that’s where 90 percent of the battle is won or lost.

From DSC:
I think Heather & Co. are onto something here. One of the most important bottom lines and gifts that we can give our young people is a love for learning. 

I ask myself, if  and when students graduate from high school, what are their views on learning? Do they love it?  Are they looking forward to continuing a journey of lifelong learning? Are they prepared for being employed on a constant basis in a world of constant change?

How much more could lifelong learning be served if students developed a love of learning. Then, like Heather mentioned, “…once a student’s heart is in it, the learning happens naturally, elegantly, and quickly.”

Borrowing from a sports-related analogy…it’s like in tennis; don’t worry about the score. Play the point, mentally be in the point/moment and enjoy what you’re doing. Then the score will take care of itself. But if you are so focused on the score, you probably won’t enjoy what you’re doing and the score, most likely, will not take care of itself.

 

A piece of the Next Generation Smart Classroom -- Daniel Christian -- June 2012

 

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?

 

“Learning from the living room” — Part I [Christian]

Learning from the living room -- a component of our future learning ecosystems -- by Daniel S. Christian, June 2012

 

 

Legal size PDF here

 

 

Addendum on 7/3/12 from an article I wrote for EvoLLLution.com (for LifeLong Learning):
Establishing better collaboration between the corporate world and higher education [Christian]

In the near future, perhaps we could have second screen-based activities whereby corporate leaders are giving TED-like presentations or expressing the current issues in their worlds via a program on Smart TVs, and the students are communicating and collaborating about these presentations via tablets or smart phones.  Perhaps there will be electronic means whereby students could submit their ideas and feedback to the presenting companies (and whereby selected ideas could be rewarded in terms of free products or services that the company produces).

Chemistry project goes viral -- great work Eli Cirino!

 

From DSC:
Great work Eli Cirino!

It is my hope that we could create more teaching materials like this — i.e. content that uses digital storytelling to create a more last impression…to elicit emotions…to move a piece of information through the gate (i.e. someone’s attention) and then through someone’s working memory and into their long term memory! Great, creative, innovative thinking Eli!

 

 

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)

© 2025 | Daniel Christian