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Bryan Alexander

Minecraft: striking gold in the classroom? - 1 views

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    Using Google in the classroom, a UK story
Ed Webb

Admongo, the government video game that teaches kids about the perils of advertising. -... - 5 views

  • Admongo.gov, the new Web site from the Federal Trade Commission, seeks to educate kids ages 8 to 12 about the nuances of marketing. In the Admongo video game, players confronts advertisements at every turn—at bus stops, in magazines, on TV, even as part of other video games within the video game. Whenever an ad appears (they're all for fictional products, including a soda, a cereal, a movie, and an acne wash), the player is encouraged to ask three questions: Who is responsible for the ad? What is the ad actually saying? What does the ad want me to do
  • there's no evidence I know of showing that media literacy has an impact on consumer behavior. Ads target emotions, not logic. You can know you're being manipulated but still be manipulated. People talk about how media-savvy kids are these days, but that just means they recognize a lot of brands
  • the most interesting thing about Admongo is its emphasis on the ubiquity of ads. A previous FTC-designed game, called You Are Here, also urged kids to consider where ads come from and to examine the truth of marketing claims. But in Admongo, a major part of playing the game is understanding that ads can be anywhere and can take many different forms. The player encounters text-message ads, ads inside videogames, cross-promotions, and product placements. This element of Admongo is testament to the explosion of new advertising platforms and the fierce intensity of modern marketing. According to Linn, in 2008 American Idol—consistently a top-rated show for 2-11 year-olds—featured 4,151 product placements in its first 38 episodes, averaging 14 minutes of product placement on each show. Kids are now constantly in front of screens of all kinds, and those screens are brimming with ads that pretend they aren't ads. These days, just being able to recognize when you're being marketed to is a useful skill.
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  • check out the Admongo poster, which the FTC includes with the package of curriculum materials it makes available to teachers. The poster is meant to be hung up in classrooms. It's an illustration that helps kids spot all the different places ads can appear, from cereal boxes to magazines to blimps in the sky. Ironically, in the poster's lower right corner is the logo for Scholastic—which worked with the FTC on the Admongo project, and which sells books and other products through its catalogs to a captive school-kid audience. "The Scholastic name helps in terms of getting our curriculum into classrooms," said one FTC representative I spoke to. "With Scholastic, you're talking about a known commodity for teachers, while they might not be that familiar with the FTC." Behold the power of branding, kids. And consider this a learning opportunity
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    Persuasive game about, er, persuasion
Lisa Spiro

MinecraftEdu - 2 views

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    Not sure about this. Really not sure about it.
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    From what I can tell, the game is really popular with k-12 kids. The idea might be worth considering, but that doesn't make this a good implementation.
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    "MinecraftEdu is the collaboration of a small team of educators and programmers from the United States and Finland. We are working with Mojang AB of Sweden, the creators of Minecraft, to make the game affordable and accessible to schools everywhere. We have also created a suite of tools that make it easy to unlock the power of Minecraft in YOUR classroom. "
Ed Webb

Lessons Learned in Playful Game Design - ProfHacker - The Chronicle of Higher Education - 3 views

  • 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.
  • many of the students appreciated the greater sense of collaboration
  • 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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  • From edutainment titles that amounted to repackaging of classroom drills to simulations that favor particular structures of reality, games as they stand are learning experiences we’ve started to understand but are still trying to harness in the classroom.
  • a class-based Alternate Reality Game
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    Neat! I like the way she worked in anti-gamification.
Lisa Spiro

"Games in the Classroom (part 2)" ProfHacker - The Chronicle of Higher Education - 4 views

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    How to find games for education
Rebecca Davis

ProfHacker - The Chronicle of Higher Education - 4 views

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    Nice. I look forward to the following posts. U Balt has some fine folks.
Bryan Alexander

Teachers Surveyed on Using Digital Games in Class - 0 views

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    Very useful data on K-12: "We have an early look at some of the interesting data coming out of a larger report on teacher attitudes around the use of games in the classroom. The numbers hint at wider use of games in the classroom and indicate teachers see the real benefit of games in helping low-performing students."
Bryan Alexander

British gaming pilot - 2 views

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    JISC Collections is making available selected educational games.
Bryan Alexander

http://www.ea.com/news/simcity-breaks-ground-in-the-classroom - 1 views

shared by Bryan Alexander on 08 Feb 13 - No Cached
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    A team is building a .edu version of SimCity.
Bryan Alexander

Ivanhoe | A Praxis Program Project - 2 views

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    Connect * Create * Inspire The Ivanhoe Game is about making connections, bridging disciplines, highlighting subjectivity, and engaging students with an alternative pedagogical approach. This WP Theme allows teachers to convert WordPress, already often used in the classroom, into an exciting environment where students can manipulate and play with a cultural object.
Todd Bryant

Games don't Equal Academic Achievement - 20 views

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    Makes a good point. There's a big difference between showing games help students learn, and finding games that match the much more narrow objectives of a class.
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    Sure... compare with reading a book, or doing an experiment. It takes contextualization and reflection, which can be done by a learner (autodictat) or school (pedagogy).
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    It's also a higher level of learning that's difficult to quantify. Student A and B take History 101. Student A is given a book on US History after 1870. Gets test on same topic. If he read the book, does pretty well. Student B plays a history game, explains outcome, and compares with actual historical events. Certainly more impressive, but if given the standard 101 exam, would he do better? I think games are likely to get the short end of the stick with most standardized assessments.
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    I don't know -- it has much to do with the way the prof articulates her objectives. For us (who use games regularly), we can/will shape our objectives at least somewhat around existing titles (just as others do so around existing texts), or augment those games with other content that they don't cover (as others do with inadequate texts). So it seems the issue is more about trying to articulate why games could be useful to *others*, who don't yet use them. Trying to persuade our colleagues to try games when they've been using texts with which they're familiar to accomplish pedagogical objectives they've been using for years is going to be hard, and that's where identifying games that more directly support traditional objectives becomes a boon.
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    I wonder if we could develop a few talking points tying games to Bloom's taxonomy (updated version), making clear that like all pedagogical tools, games address some student needs better than others. And, of course, that not all games address the same type of developmental tasks, just as all texts, A/V materials, classroom techniques do not address the same tasks. The computer/radio analogy is a good one. Expecting computers and/or games to replace some other educational and entertainment resource is missing the point - they are their own thing.
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    Ed, I feel like such a set of points might already exist and/or have been publicly expressed by game critics/designers, especially from the serious games side of things. But that shouldn't stop us from discussing whether they might be in need of update/reworking/extension. :) I'm interested -- could/should we try to look at some existing texts/posts and then come together in a conference call or something?
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    I'm thinking something specific to liberal arts educators. We could brainstorm with an etherpad clone (e.g. ietherpad.com) or asynchronously via a google doc.
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    Ed, would you object if I took that Bloom's approach in a forthcoming paper? "augment those games with other content that they don't cover (as others do with inadequate texts)" - nicely said, Brett.
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    Go for it, Bryan. If you want to kick ideas around, let me know.
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    Will certainly do.
Bryan Alexander

Webinar from Learning Games Network - 3 views

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    Could be useful.
Ed Webb

Do Role-Playing Simulations Generate Measurable and Meaningful Outcomes? A Simulation's... - 2 views

  • Role-playing simulations are frequently claimed to be effective pedagogical tools in the teaching of international relations (IR); however, there is a surprising lack of empirical evidence on their classroom utility. The assessment of simulations remains mostly anecdotal, and some recent research has found little to no statistically significant improvements in quantitative measures of academic performance among students who participated in them [for example, International Studies Perspectives (2006), vol. 7, pp. 395; International Studies Perspectives (2008), vol. 9, pp. 75–89]. Scant research has been conducted on how role-playing simulations might affect students' perceptions of the instructor's teaching. This paper investigates whether a simulation had statistically significant effect on students' exam scores in an IR course or on student teaching evaluation scores.
Bryan Alexander

Game modding in class - non-digital - 0 views

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    Nice example of game modification, using cards.
Lisa Spiro

SMALLab announces first funding, customer for classroom learning technology | ASU News - 0 views

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    "Emobodied learning" uses Kinect to promote collaboration, kinesthetic & multimodal learning
Rebecca Davis

Teaching Matters: Creating Lives in the Classroom - Commentary - The Chronicle of Highe... - 0 views

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    description of avatars and role playing for a history class
Bryan Alexander

Modding Settlers of Catan - 3 views

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    Very nice, easy way to mix up a preexisting board game for classroom purposes.
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