Playing to Learn http://reformsymposium.com/blog/2010/07/19/maria-anderson/ Playing to Learn
Since 2006, the rate of Internet use for teens aged 12-17 has been 93-94%, with roughly 40% using the Internet “Several Times a Day” (Pew Research, Millenials: A Portrait of Generation Next) The next time you have a student who says they don’t have access to the Internet, stop and consider.
This was a presentation at The Reform Symposium
The Reform Symposium is a free online conference for educators, administrators, parents and students. In 2010 the conference was focused on innovative practices in education and what role these practices can play in educational reform.
This is a recorded archive of one of the sessions at the Reform Symposium ... an global online event held over the last weekend of July 2010 http://reformsymposium.com
conference hashtag #rscon10
Note that the player is Elluminate (webinar platform) itself ... which should auto download (temp) to your computer.
Games for Change (G4C) http://gamesforchange.org/ Games for Change (G4C) is a non-profit which seeks to harness the extraordinary power of video games to address the most pressing issues of our day, including poverty, education, human rights, global conflict and climate change.
G4C acts as a voice for the transformative power of games, bringing together organizations and individuals from the nonprofit sector, government, journalism, academia, industry and the arts, to grow the sector and provide a platform for the exchange of ideas and resources.
Through this work, Games for Change promotes new kinds of games that engage contemporary social issues in meaningful ways to foster a more just, equitable and tolerant society.
The future of games (DICE 2010) http://bit.ly/bpdyS7 Jesse Schell’s mindblowing talk on the future of games (DICE 2010)
Ipsos Video Games Research http://www.ipsos-na.com/research/media-content-technology/video-games/ Tools and approaches for video games research and development including market segmentation, gamer co-creation, qualitative concept development, concept screening, database development, and volumetric forecasting, advertising research, and loyalty and satisfaction programs.
Edurealms ... Blog http://edurealms.com/ Edurealms Blog
Where gaming and education converge
Educational Games Research (Blog) http://edugamesresearch.com/blog/ A site for the Educational Games Research Blog. Featuring research and discussion concerning instructional video games.
Using computer games for learning and social interaction http://k12onlineconference.org/?p=531 Using computer games as a context for learning and social interaction
After a brief introduction Ollie Bray describes the use of commercially available computer games in the classroom. In particular he focuses on why the use of games are appropriate for learning and teaching.
#K12Online09
Gaming and Leadership Report http://tinyurl.com/3ac5hr Gaming and Leadership Report
Studying management practices in online games
Virtual Worlds, Real Leaders
Online games put the future of business leadership on display "Management fads and business leadership books come and go. But the Internet, and the changes it is forcing upon business managers of all stripes, is here to stay.
The days of closely knit teams working on long-term strategy in close quarters are gone, replaced by virtual teams that constantly reinvent the business in multiple time zones the world over. And the business world is in desperate need of a new model for leadership befitting the Internet Age."
Grading with Games http://www.edutopia.org/james-gee-games-learning-video Grading with Games: An Interview with James Paul Gee (video)
An Arizona State University professor sees a bright future for video games in the learning process -- in and out of school.
Gaming and Learning in Second Life! http://groups.google.com/group/gaming-and-learning-in-sl Gaming and Learning in Second Life!
Mission Statement
To focus and catalyze global efforts of gaming for learning.
Vision Statement
Support, collaborate, discover, explore, design and develop cutting edge applications for learners, educators, commercial ventures, and organizations to harness, promote, and implement gaming for the purposes of intentional and incidental learning in Second Life® at any level or in any field of practice.
Computer games in education (2007) pdf file http://tinyurl.com/4ro6fw Computer games in education
Can computer games go to school?
Why the interest in using computer
games for learning?
BECTA Report (UK)
Circumstances for games in education to work http://http://tinyurl.com/54fk6q The right circumstances for games in education to work
That games in education “work” is without question. When used properly, games can uniquely motivate, teach, and encourage our students. If you really use games effectively, you can motivate poor performing or under-performing students; you can help bright students ask important questions and relevant questions about themselves and their world; you can help gifted kids simulate highly complex systems.
However, it is not simply a matter of sticking a kid in front of a computer game and hoping for the best. There are a specific set of circumstances which must coalesce in order for games to work.
Computer games for education http://www.futurelab.org.uk/resources/other_resources/video/Video832 Computer games for education
This video gives an overview of why Futurelab is interested in computer games for learning, what commercial games offer to the classroom, and how games can be developed specifically with education in mind.
Slaying Myths About Video Games (Part 1 http://www.techlearning.com/story/showArticle.php?articleID=196604665 Slaying Myths About Video Games (Part 1)
.... after a few weeks something about the underlying structure of the game began to look very familiar. When you look past the Orcs, Gnomes, and other fanciful inhabitants and elements, you find Blizzard has built an elegant and engaging learning management system.
WoW does an outstanding job of guiding players to their zone of proximal development and provides a neverending stream of feedback and fresh challenges while leaving the player in charge.
Serious Games (Blog) http://seriousgamesblog.blogspot.com/ Serious Games (Blog)
Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology.
They can be similar to educational games, but are often intended for an audience outside of primary or secondary education.
Serious games can be of any genre and many of them can be considered a kind of edutainment.
Serious Games : Social Network http://seriousgames.ning.com/ Serious Games : Social Network .... an excellent location to find answers to any questions you have about online gaming and simulations.
Games in Education (video) http://video.google.com/videoplay?docid=6117726917684965691 Games in Education (video)
Games in Education video created by Mark Wagner and Michael Guerena of the Orange County (CA) Department of Education's Educational Technology group
About Gaming Addiction : BBCWorld Programme Click http://tinyurl.com/wflhv About Gaming Addiction : BBCWorld Programme Click ... online video July 2006
As with almost everything, to be good at gaming you have to practice. To be really good at gaming you have to practice a lot. But what happens when the console becomes a compulsion to the detriment of family, friends, work or school? We sent David Reid to Amsterdam, where an organisation that normally treats drug addicts is helping gaming addicts to give it up.
A Research Framework for Military Training and Education http://www.adlnet.gov/downloads/189.cfm Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education
The report reviews relative online gaming research literature and proposes 15 primary experiments pertaining to massive multiplayer online gaming (MMOG), first popularized in the entertainment world and now finding growing interest in education and training environments. According to the report’s authors, the U.S. military is undergoing significant change in the training of its workforce, and MMOG is one technology that offers unique education, training and performance support opportunities.
Games with a Purpose : Human Computation http://tinyurl.com/pe87y Games with a Purpose : Human Computation (online video presentation)
Tasks like image recognition are trivial for humans, but continue to challenge even the most sophisticated computer programs. This talk introduces a paradigm for utilizing human processing power to solve problems that computers cannot yet solve.
Human Computation | Image Search | Captchas | Luis von Ahn | Carnegie Mellon University | The ESP Game | labelling images | Peekaboom | Verbosity |
Development of Video Games in Education http://innovateonline.info/index.php?view=article&id=239 A Proposal for Accelerating the Implementation and Development of Video Games in Education
The integration of video games in the classroom continues to be a topic for educators and researchers alike. Yet despite the dialogue, widespread integration of this technology has yet to occur
To help remedy this situation, Greg Jones and Kevin Kalinowski propose the establishment of an online, open community designated to explore and develop learning objects related to video game technologies.
Literature Review in Games and Learning http://www.futurelab.org.uk/research/lit_reviews.htm Literature Review in Games and Learning
These publications offer a route map through the vast body of research into education and technology. They give a clear vision of where gaps in our understanding lie, where our knowledge base is weakest and future directions we need to follow to make best use of technology for learning.
Serious Games http://www.itconversations.com/shows/detail774.html Serious Games : 38 minute mp3 audio podcast
Stephen Berlin Johnson brings a unique perspective to the consideration of the cultural impact of video games.
Until recently, the discussion of video games focused primarily on the negative aspects ?the violence, immorality and potential for addiction.
He points out that this conversation has shifted and is beginning to accept that there are positive benefits inherent in playing video games.
Johnson argues that judgment of video games should consider the intellectual and problem solving skills they require.
Will Gaming Transform the Web? http://www.itconversations.com/shows/detail853.html Will Gaming Transform the Web? : A Panel Discussion : audio / podcast / mp3
In this freewheeling panel discussion from Web 2.0, three game industry leaders discuss with Mark C. Stevens the changes they've seen in the gaming world and how they believe it will develop in the future.
The gaming community is huge, with over 30 billion hours played each year. 70% of 18-34 year old, PC-using males, are gamers.
But it's a changing world too. The average age is increasing, and more women are joining. And play is slowly migrating from console games to mobile devices.
The Games Children Play (online video) http://tinyurl.com/ar8uh The Games Children Play (online video)
This programme features two leading academics who support the use of games in education are Henry Jenkins, director of comparative media studies at the Massachusetts Institute of Technology and Jim Gee, professor of education at the University of Wisconsin-Madison.
They look at a number of UK-based education projects using gaming technology, including an initiative aiming to help children author their own games.
Also examined are gaming addiction and the impact of violent images contained in some games.
Teacher TV (UK)
The place of educational computer gaming in School http://http://www.ict-register.net/conference2006.php The place of educational computer gaming in School (Powerpoint 9.9MB)
This session illustrated the perceived benefits being experienced by some teachers when embedding the use of computer games in learning.
It offers examples of the different approaches being employed, including some data on the impact on learners and highlighting some of the opportunities for collaborative learning such activity provides.
Games and Simulations : Papers http://www.e-learningguru.com/knowledge_GameSim.htm Games and Simulations : Papers at e-Learning Guru
Games, Gizmos and Gadgets | Why Games Work | The Use of Computer and Video Games for Learning | Game-based Learning | Simulations on a Shoestring | The Games Generations: How Learners Have Changed | Simulations and the Future of Learning - Video Presentation |
Guide to Cooperative Games for Social Change http://www.k12.wa.us/TeenAware/Forms/Cooperative%20Games.pdf Why Play Games When There's Work to Do?
The Freechild Project Guide to Cooperative Games for Social Change
There's so much to do! Our communities are falling apart, young people, old people,
brown people, black people, poor people, and lots of other people aren't getting the
respect or power they deserve. Why play games when there's so much work to do?
There's a lot of reasons to look at, but first let's define what we're talking about.
What Are Cooperative Games? | Why Play Games? | Aren't Games Distracting? | What Games Should We Play? | IceBreakers | Cooperative Games | Trusrbuilders | Funners | Closers |
Game Studies http://www.gamestudies.org/ Game Studies is a crossdisciplinary journal dedicated to games research, web-published several times a year at www.gamestudies.org.
Our primary focus is aesthetic, cultural and communicative aspects of computer games.
Our mission - To explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.
Computer Game Theory: Narrative Versus Ludology http://www.nestafuturelab.org/viewpoint/art56.htm Computer Game Theory: Narrative Versus Ludology
Computer game research and theory is a relatively new area of academic research, growing out of studies on digital texts within various arts and social science departments. However, as evident in the number of international academic conferences on games, it has become a recognised subject area in its own right, with the first peer-reviewed online journal in the field, Game Studies, appearing in 2001.
An Anatomy of Games (NESTA) Computer Games - Is there a problem? An Anatomy of Games (NESTA)
This paper is intended to describe the components from which games are constructed. It is prompted in the first instance by the development at NESTA Futurelab of new formats of games, and the need for advice and guidance for designing and constructing games by considering some of the affordances of previous games. This paper is based on what one finds when one begins to dissect games.
Educational Games (Articles and Papers) http://m.fasfind.com/wwwtools/magazines.cfm?x=0&cuID=67 Educational Games (Articles and Papers)
Computer Games for Learning | Learning with Role-Playing Games | Games for Literacy and Numeracy | Board Games for Learning | Computer Games in Education | Computer Games - Is there a problem |
Video Gaming, Education and Digital Learning http://www.dlib.org/dlib/february02/kirriemuir/02kirriemuir.html Video Gaming, Education and Digital Learning Technologies
This article presents an overview of video gaming and discusses how gaming is related and relevant to digital libraries and digital learning technologies. It suggests that these relationships are worthy of more detailed investigation.
The article begins with information about video games and gaming consoles, a comparison of consoles and the PC, and some observations on the network capabilities of consoles. Next, the relevance of gaming to academia is highlighted, and the relevance of games and consoles to learning technologies is considered.
Literature Review in Games and Learning http://www.nestafuturelab.org/research/reviews/08_01.htm Literature Review in Games and Learning
This review is intended as a timely introduction to current thinking about the role of computer games in supporting children? learning inside and out of school. It highlights the key areas of research in the field, in particular the increasing interest in pleasurable learning, learning through doing and learning through collaboration, that games seem to offer.
At the same time, the review takes a measured tone in acknowledging some of the obstacles and challenges to using games within our current education system and within our current models of learning.
Use of Computer and Video Games in the Classroom http://www.silversprite.com/papers/42.pdf Use of Computer and Video Games in the Classroom
This paper examines the use of ?ure?computer and video games in classrooms. It
reports the findings of an ongoing informal survey of how and why such games are
used as an integrated part of formal classroom learning. The paper presents a
number of examples of the use of such games, and tries to determine likely trends in
their use in such an environment. Of significance is an examination of the obstacles
that teaching staff encounter in attempting to use such software during lesson times,
and how some staff have overcome these obstacles.
2005 survey of computer and video games in education http://www.silversprite.com/games-and-learning/survey05/ 2005 survey of computer and video games in education
The survey deals solely with "pure entertainment" computer and video games (henceforth referred to as pure games). These are games that are designed, produced and marketed solely for fun and entertainment, and not for any explicit teaching or learning purpose. In the US especially, these are also known as COTS (Commercial Off The Shelf) games.
The Video Game Librarian http://www.gamingtarget.com/article.php?artid=3982 The Video Game Librarian
Libraries and video games have never managed to hit it off. Several games, including GoldenEye and Halo, have levels called "The Library", but that's really where it ends.
Until now. Public libraries all over the country have been adding video games to their collections. Its very possible that a library in your hometown has games on its shelf right now.
Computer and video games definitions http://en.wikipedia.org/wiki/Computer_games Computer and video games definitions
Formally, a computer game is a game composed of a computer-controlled virtual universe that players may interact with in order to achieve a goal (or set of goals). A video game is a computer game where a video display is the primary feedback device.
Meet the Gamers http://www.libraryjournal.com/article/CA516033 Meet the Gamers
They research, teach, learn, and collaborate. So far, without libraries
Why pay attention to games? For starters, games are the "medium of choice" for many Millennials, with broad participation among the 30 and under population.
Although part of a web of new media, technology, and social shifts, games are the quintessential site for examining these changes.
Game cultures feature participation in a collective intelligence, blur the distinction between the production and consumption of information, emphasize expertise rather than status, and promote international and cross-cultural media and communities.
Marc Prensky http://www.marcprensky.com/ Marc Prensky
Marc Prensky is an internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning.
Marc has created over 50 software games for learning, including the world's first fast-action videogame-based training tools and world-wide, multi-player, multi-team on-line competitions. He has also taught at all levels.