Undergraduate students will have the opportunity to develop a video game in a weekend-long Game Jam competition from Jan. 27 to 29 at the Student Innovation Center (SIC).
Parents worry children spend too much time playing video games, but there are plenty of opportunities -- especially with serious games -- to build collaboration and social skills. Game2Work (G2W) is a research community on campus that uses games to strengthen work and learning for the digital generation.
The multidisciplinary research group Game2Work hosted Game2Work Day at the Iowa State University Alumni Center on Thursday, October 27. This free event gathered individuals from across Iowa whose work is related to the use of serious games in STEM education and workforce development.
Game2Work, an ISU interdisciplinary gaming research program, will host the first statewide gathering for people whose work includes using serious games and gameful elements for STEM education and workforce development on Thursday, Oct. 27 (10 a.m.-4 p.m., ISU Alumni Center)
Planning has begun for the new academic year! The Game2Work team held their fall retreat on August 30-31 to bring together faculty, staff, and students in planning major projects for the year.
Congratulations to Ezequiel Aleman, Chuanli Zhou, Imtiajul Alam, and Larysa Nadolny for their grant award from Game in Lab, a subsidiary of Asmodee (board game publisher - games like Spot It, Ticket to Ride, Carcassonne).
Join us for an online game jam sponsored by Game2Work at Iowa State University on April 16-18, 2021. In this game jam, we will come together to create video games and board games. It will be a weekend of guest speakers, creativity, and teamwork.
A major reason recreation services wanted to turn a pair of Beyer Hall squash courts into a gaming and esports room was the opportunity for more student interaction.
The Game2Work team — composed of 15 collaborators in fields ranging from mechanical engineering to psychology at both Iowa State and outside institutions — will capitalize on the idea of using serious games to foster a learning environment capable of improving educational performance in STEM subjects, ultimately better preparing the future STEM workforce.