The Wired Campus - U. of Texas System Buys Land in Second Life - The Chronicle of Highe... - 0 views
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The University of Texas system has purchased land in the online world Second Life, betting the investment will improve teaching and research at all of its institutions. The university system, made up of nine universities and six health centers, doesn’t have concrete plans for how each school will use Second Life. It hopes that administrators, faculty members, researchers, and students will take advantage of the virtual real estate over the academic year.
Wired Campus - The Chronicle of Higher Education - 0 views
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Berklee first offered a course exclusively on game audio about four years ago
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Mr. Sweet, a 1990 Berklee graduate, told the Globe that video games were popular when he was a student but not considered a career possibility. "Now, it's a juggernaut," he said. The quality of artwork and production values are "dramatically higher," he told the newspaper, "and so is the orchestral work."
Imagine Cup Finalists Make Video Games and Software to Solve World's Woes - Wired Campu... - 1 views
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In the game-design category, a team from Central Piedmont Community College and the University of North Carolina won with a game that involves a series of quest challenges. The main character is a child in a developing country who must go through obstacles to meet a need, such as finding clean water. The name of the game, "Sixth," refers to the one-sixth of the population in developing countries that live in slums.
Lessons Learned in Playful Game Design - ProfHacker - The Chronicle of Higher Education - 3 views
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The site reflected my commitment to designing the class assignments around collaborative mission-based tasks that would increase in difficulty level each week and reward multiple paths of completion. Each week I tried to think beyond discussion topics and create playful mechanics–the real challenge of harnessing gameplay, which no site can provide on its own–and some weeks it was hard to escape giving assignments that would never feel playful.
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many of the students appreciated the greater sense of collaboration
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Ian Bogost escalated his anti-gamification campaign with a Gamasutra article that explicitly mentioned how the rhetoric of gamification is drawing attention from educators to a trend that threatens “to replace real incentives with fictional ones,” among many other sins. The piece even inspired Darius Kazemi to build a Chrome extension that replaces “gamification” with “exploitationware.”
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Lessons Learned in Playful Game Design - ProfHacker - The Chronicle of Higher Education - 2 views
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As the semester got rolling, I realized that I’d made a new course preparation into a potentially life-consuming task.