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Posts Tagged ‘Games for Learning’

Why Does The Media Still Think Video Games Are Bad For Kids?

July 29th, 2010

t1larg Why Does The Media Still Think Video Games Are Bad For Kids?

Scott Steinberg says the media focuses on the negative aspects of video games instead of their redeeming qualities.

(CNN) — History has a funny way of repeating itself, especially when it comes to concerns over the cultural and psychological impact of video games on children.

In 1993, the Senate’s hearings on video game violence gave birth to the Entertainment Software Rating Board and the industry’s current rating system: E for everyone, M for mature (17 and older) and so on. Later this year, the U.S. Supreme Court will test the constitutionality of a California law that would make it illegal to sell violent video games to minors.

But what gaming insiders find most surprising isn’t that such arguments remain topical. It’s that some 30 years after video games became a popular form of mainstream entertainment, we’re still liable to hear less about games’ positive impact on kids’ lives than sensationalistic accounts of their hidden dangers. Read more »

School Uses Video Games To Teach Thinking Skills

June 29th, 2010

videosch1 School Uses Video Games To Teach Thinking Skills

Students at Quest to Learn in New York City huddle around a computer to work on a podcast. At the school, students can design and create podcasts and video games as part of the curriculum.

A novel public school in New York City has taken the video game as its model for how to teach. Students use video games and design them as part of their classes. As Quest to Learn is wrapping up its first year, those behind the program say game-based learning is integral to 21st century literacy. Read more »

Games for Good: Read Our Article In the Cognitive Technology Journal

June 7th, 2010

cogTech Games for Good: Read Our Article In the Cognitive Technology Journal
Matthew Sharritt, President of Situated Research, has an article titled “Designing Game Affordances to Promote Learning and Engagement” appearing in a special issue of the Cognitive Technology Journal. The issue, focusing on “Games for Good”, contains our article (starting on p. 43). Read more »

UPS Thinks Out of the Box on Driver Training

May 20th, 2010

UPS Training UPS Thinks Out of the Box on Driver Training
Vexed that some 30% of driver candidates flunk its traditional training, United Parcel Service Inc. (UPS) is moving beyond the classroom to ready its rookies for the road.

In the place of books and lectures are videogames, a contraption that simulates walking on ice and an obstacle course around an artificial village. Read more »

Immersed in Possibilities: New Mexico Firm’s 3D Multifunction Dome

May 4th, 2010

Dome Immersed in Possibilities: New Mexico Firms 3D Multifunction Dome
IMMERSED IN POSSIBILITIES: Duke City firm thinking beyond military applications for surround-imagery Multifunction Dome technology

It doesn’t take much to imagine the commercial potential for the technology Albuquerque’s Game Production Services developed for a first-of-its-kind training simulator for the U.S. Army.

The company recently announced the completion of the Multifunction Dome, an 18-foot-high, 37-foot-wide platform that employs 84 projectors and ultrasurround sound system to create a 360-degree “immersive environment” for the Army’s Air Defense School at Fort Sill, Okla. Read more »

GDC: Sid Meier’s Lessons On Gamer Psychology

March 18th, 2010

meier GDC: Sid Meier’s Lessons On Gamer PsychologySid Meier is known as the mastermind behind some of the most respected and influential video games of all time, such as Civilization, Railroad Tycoon and Pirates.

But in his pursuit of conveying a realistic experience for players, he says his logical mind wasn’t taking into account enough what was going on in players’ heads.

“Gameplay is a psychological experience,” Meier acknowledged during his GDC keynote. Today he is director of creative development at Firaxis Games. “By acknowledging that gameplay is actually a psychological experience we … can end up with a better game.”

Meier outlined specific psychological elements that occur in players’ minds, such as “The Winner Paradox.” Game designers are supposed to give gamers a challenge, but the gamer at the same time expects to win. “In the real world you don’t always win, however in the world of games, you always win” in some capacity, Meier said. Read more »

You Are a Tamagotchi: Turning Your Health Into a Game

March 12th, 2010

tamgotchi2 You Are a Tamagotchi: Turning Your Health Into a Game

In the mid 1990s, a craze swept Japan and crested its way onto American shores: Kids were going crazy for the Tamagotchi, an egg-shaped digital pet. Every few hours, users would press a couple buttons to feed their Tamagotchi, play with it, or clean it up. The game was simple, but intensely rewarding. Users cried when their Tamagotchis got sick or died; they were elated when they were able to raise a healthy, happy pet. More than 70 million have been sold. Read more »

5 K-12 Technology Trends for 2010

February 24th, 2010

A look at the top technology tools and trends to keep an eye on in the coming year

With technology evolving at the speed of light, and everyone looking to benefit from the latest, greatest hardware and software, keeping up can be challenging for educators, administrators, and school districts themselves. To help, THE Journal spoke with a handful of technology experts and came up with a short list of top tech trends you’ll want to watch in the new year. Read more »

Game Changers: How Videogames Trained a Generation of Athletes

February 23rd, 2010

Gamechanger Game Changers: How Videogames Trained a Generation of Athletes
For years, the sophisticated play of professional teams trickled down to their college and high school counterparts. Recently, that flow has been reversed. Read more »

Duke University Extends Global Learning With Cisco TelePresence Lecture Hall

February 23rd, 2010

Duke1 Duke University Extends Global Learning With Cisco TelePresence Lecture Hall
Custom-Built Virtual Lecture Hall Provides Fuqua School of Business Students With Access to World’s Most Influential Leaders and Extends Classroom Environment Read more »

Six Wonderful Things About Games

December 28th, 2009

Games are a wonderful medium. Like music, literature, film and theatre, games do a great deal to help make life worth living. In Dorian Gray, Oscar Wilde said, “All art is quite useless.” He said this to illustrate that yes, art has little to no practical value. That does not mean that art is of no benefit to anyone of course! For me, the same argument can be applied to games, as their entertainment value is enough to justify their existence.

Critics of games however are full of concerns about violence, addiction and distractions from what the establishment regards as “more meaningful” pursuits. These being reading, watching films or punching someone in the face in a bar… Read more »

Avatars Can Surreptitiously And Negatively Affect User In Video Games, Virtual Worlds

November 13th, 2009

ScienceDaily (Nov. 11, 2009) — Although often seen as an inconsequential feature of digital technologies, one’s self-representation, or avatar, in a virtual environment can affect the user’s thoughts, according to research by a University of Texas at Austin communication professor. Read more »