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Vicki Davis

Computer Science Teacher - Thoughts and Information from Alfred Thompson : Playing Vide... - 0 views

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    Share this with your students who love video games. I love how Alfred shares his thoughts on the transition from gamer to game designer. This is a huge market especially as education moves to gaming platforms as well.
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    This blog post is from one of Microsoft's bloggers and helps students understand what is required to create video games versus just playing them. Fits in well with Flat Classroom.
Julie Lindsay

7 Things You Should Know About Alternate Reality Games | EDUCAUSE CONNECT - 0 views

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    Alternate reality games (ARGs) weave together real-world artifacts with clues and puzzles hidden virtually any place, such as websites, libraries, museums, stores, signs, recorded telephone messages, movies, television programs, or printed materials. ARGs are not computer or video games, but electronic devices are frequently used to access clues. Players can meet and talk with characters in the narrative and use resources like postal mail, e-mail, the web, or the public library to find hints, clues, and various pieces of the puzzle. ARGs open doors into the future of students' professional lives, where they will be expected to solve complex problems by taking necessary raw materials from multiple resources, thinking critically and analytically, and putting their individual skills, interests, and abilities at the disposal of a group dedicated to a common goal.
Haley A

Gaming Can Make a Better World - 0 views

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    This is a Ted Talk that I found really interesting and that spans across topics. This video also seems to focus on the innovation of games.
TaylorJ j

Resource #1 - 0 views

  • In the 2000s the Internet grew to an astounding level not only in the number of people who regularly logged on to the World Wide Web (WWW) but in the speed and capability of its technology. By December 2009, 26 percent of the world’s population used the Internet and “surfed the web.
  • The rapid growth of Internet technology and usage had a drastic cultural effect on the United States. Although that impact was mostly positive, the WWW caused many social concerns. With financial transactions and personal information being stored on computer databases, credit-card fraud and identity theft were frighteningly common.
  • Hackers accessed private and personal information and used it for personal gain. Hate groups and terrorist organizations actively recruited online, and the threat remained of online terrorist activities ranging from planting computer viruses to potentially blowing up power stations by hacking computers that ran the machinery. Copyright infringement was a growing concern
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  • At the turn of the century, most users accessed the Internet by a dial-up connection in which computers used modems to connect to other computers using existing telephone lines. Typical dial-up connections ran at 56 kilobytes per second.
  • raditional communications media such as telephone and television services were redefined by technologies such as instant messaging, Voice over Internet Protocol (VoIP), mobile smartphones, and streaming video.
  • The Internet changed the production, sale, and distribution of print publications, software, news, music, film, video, photography, and everyday products from soap to automobiles.
  • With broadband, Internet users could download and watch videos in a matter of seconds, media companies could offer live streaming-video newsfeeds, and peer-to-peer file sharing became efficient and commonplace. News was delivered on websites, blogs, and webfeeds, and e-commerce changed the way people shopped. Television shows, home movies, and feature films were viewed on desktop or laptop computers and even on cell phones. Students researched online, and many parents began working from home for their employers or started their own online businesses.
  • It was also becoming increasingly easy for users to access it from Internet cafés, Internet kiosks, access terminals, and web pay phones. With the advent of wireless, customers could connect to the Internet from virtually any place that offered remote service in the form of a wireless local area network (WLAN) or Wi-Fi router.
  • In January 2001 Apple launched the iPod digital music player, and then in April 2003 it opened the iTunes Store, allowing customers to legally purchase songs for 99 cents. Although federal courts ordered that music-sharing services such as Napster could be held liable if they were used to steal copyrighted works, Fanning’s brainchild realized the power of peer-to-peer file sharing and the potential success of user-generated Internet services.
  • Email was the general form of internet communication and allowed users to send electronic text messages. Users could also attach additional files containing text, pictures, or videos. Chat rooms and instant-messaging systems were also popular methods of online communication and were even quicker than traditional email. Broadband made other popular forms of Internet communication possible, including video chat rooms and video conferencing. Internet telephony or VoIP became increasingly popular f
  • or gaming applications.
kelsy lysek

Wanna Play? Computer Gamers Help Push Frontier Of Brain Research : NPR - 0 views

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    This article discusses two new forms of video game websites (eyewire.org and Foldit). These websites are open to the public to play and through playing, scientific discoveries are being made about the brain and proteins. 
Julie Lindsay

As Classrooms Go Digital, Textbooks May Become History - NYTimes.com - 0 views

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    Textbooks have not gone the way of the scroll yet, but many educators say that it will not be long before they are replaced by digital versions - or supplanted altogether by lessons assembled from the wealth of free courseware, educational games, videos and projects on the Web.
Vicki Davis

mobile9 - Free ringtones, free themes, free wallpapers, free videos, free software, fre... - 0 views

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    Tons of free content for your cell phone including ringtones.
Alexis B

Mobile Tech That Stole the Decade - US News and World Report - 1 views

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    "If the '90s were the Internet era, maybe the '00s were the mobile decade. Technology packed ever more power into ever smaller devices, putting portable electronics at the leading edge of innovation this decade. Click here to find out more! Related Articles * Tech Gifts for the Holidays * 7 Myths About Windows 7 * The Best of What's New in Windows 7 Shrinking tech unshackled the Web from PCs, PCs grew small enough for a clutch purse, and high-quality cameras fit comfortably in a hip pocket. Even video games, once the hypnotizer of only the young and pudgy, were unchained for a new form of freewheeling, arm-flinging family fun. With freedom of movement in mind, here are the top tech innovations of 2000-2009:"
Sam V

Student Research Center - powered by EBSCOhost: Virtual world adds dimension to communi... - 0 views

  • Next spring, he will offer UPG students a course he's designed called Theater Technology.
  • Students will learn various technological skills including creating digital audio and attending and participating in virtual performances.
  • virtual textbook he's creating will eliminate the excuse: "I lost my book."
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  • And it's becoming a popular site for college classrooms.
  • Chiarulli said her students will visit underwater sites and take tours on a Second Life island.
  • Chiarulli already teaches online distance learning courses involving video clips, audio recordings and textbooks. The Second Life class is an expansion of technology in the classroom.
  • He said the site will help students become comfortable with navigating 3-D worlds, which he anticipates may have applications in many different fields. "I think it has tremendous potential as a learning tool," he said.
  • "It's like The Sims," she said, referring to a popular online community game, "but a lot more complicated. "You meet new people, and you definitely develop skills."
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