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Ed Webb

10 Interactive User Interfaces For The Future - Gizmo Watch - 0 views

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    New UIs could be important for extending the appeal of games and gaming.
Ed Webb

Virtual Worlds, Simulations, and Games for Education: A Unifying View - 2009 - ASTD - 0 views

  • It is more useful, and perhaps more complete, to see virtual worlds, games, and simulations as points along a continuum, all instances of highly interactive virtual environments (HIVEs).
  • The ease with which the children in the pool, the students in the virtual class, and the pilot in the flight simulator move from exploratory virtual-world behaviors to structured but simple games to taking on rigorous simulation challenges illustrates both the differences across these three instances and the connections that link them. It is only by building from open experimentation to increasingly rigorous rules, structures, and success criteria that children learn transferable water survival skills and pilots learn critical flying skills.
  • A virtual world will not suffice where a simulation is needed. The virtual world offers only context with no content; it contributes a set of tools that both enable and restrict the uses to which it may be put. An educational simulation may take place in a virtual world, but it still must be rigorously designed and implemented. Organizations routinely fail in their efforts to access the potential of virtual worlds when they believe that buying a virtual world means getting a simulation. Likewise, a game is not an educational simulation. Playing SimCity will not make someone a better mayor. Some players of, for instance, World of Warcraft may learn deep, transferable, even measurable leadership skills but not all players will. The game does not provide a structure for ensuring learning. Just because some players learn these skills playing the game, that does not mean either that most players are also learning these skills or that it should be adopted in a leadership development program. Conversely, a purely educational simulation may not be very much fun. The program may have the three-dimensional graphics and motion capture animations of a computer game, but the content may be frustrating. Specific competencies must be invoked, and students' assumptions about what the content should be, likely shaped by their experiences with games, will be challenged.
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  • One example of the commonality across all HIVEs is the need for introductory structures. These asynchronous, self-paced levels or locations allow students to learn and demonstrate basic competencies in manipulation, navigation, and communication before moving on to the "real" exercise.
  • the need for communities around games and simulations
  • Virtual environments provide a natural way for people to learn by nurturing an instinctive progression from experiencing to playing to learning; instructors should encourage the shifting across experimentation, play, and practice in which students naturally engage. In fact, instructors can exploit that behavior by providing stages that accommodate each stage. Light games and self-paced introductory levels can be used to get students comfortable with basic concepts and the interface necessary to exist in the virtual world, and the complexity can be increased to encourage students to move on to play and practice stages.
  • While best practices in content structuring may be transferred from stand-alone educational simulations to virtual world-based simulations, metrics and learning objectives for the different contexts should be different. Learning objectives and assessments around games, for instance, should be focused on the engagement, exposure, and use of simple interfaces while those for educational simulations should measure the development of complex, transferrable skills.
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    via @timbuckteeth
Brett Boessen

Playfic - 5 views

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    Someone took Inform 7 and made a webapp out of it!
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    Nice find!
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    Yes indeed. I wonder if it's easier than author in than Inform.
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    Looks like its just a port of Inform to a web interface: same two-part backstage/frontstage formatting of the screen, same language engine running it. The difference, which is pretty awesome, seems to be that you can post your stories to their site so others can read and comment on them. (If I'm reading it correctly.)
Todd Bryant

2015 Games for Change Awards nominees announced | Games for Change - 5 views

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    Drumroll, please! Here are your nominees for the Games for Change Awards, which celebrate the year's best social impact games. Come to the Festival to play and
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    Have you played any of these yet?
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    I did play Vi Hart's "playable blog post, "Parable of the Polygons," and found it a fascinating and innovative experiment in procedural learning. Reminded me of a series of mini-lectures on game design or game theory that were a combination of animated lecture and playable exercises...started with a version of Pong? I can't find it in my bookmarks at the moment, but they had a similar combination of commentary and interactivity as her Parable does.
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    OK - just tried "That's Your Right" too, and it's a fun little digital card game, like Blizzard's Hearthstone, that definitely had me more familiar with the five sub-clauses of the first amendment by the end of it than I was before my 15-minute play session. I'm curious what political science faculty in higher ed would think of it's cutesy interface and music, and of it's fairly straight-forward political content regarding the Bill of Rights, but I found it engaging enough during my first playthrough that I (re-)learned something.
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    Thanks, Brett.
Todd Bryant

Fate of the World - 2 views

shared by Todd Bryant on 05 Sep 11 - No Cached
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    Climate Change Sim
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    I've been playing it for a while. Very interesting on several levels. First, it's very media-intensive. Lots of art, sound, big-screen design, many media assets. Second, the interface is... odd. It's anchored on cards, which might work better offline. Third, it's not easy! Things fall apart quickly.
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    What are the principal factors under your control? Is it more of an environmental science or political science game?
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    Grand strategy, with several domains at a very macro-level: economics, energy, organization.
Bryan Alexander

Special Issue of Syllabus: Teaching with and about Games - 1 views

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    TABLE OF CONTENTS EDITORIAL Special Issue: Teaching with and about Games Video Game Studies How to Play Games of Truth: An Introduction to Video Game Studies Novel Interfaces for Interactive Environments Educational and Serious Game Design: Case Study In Collaboration Introduction to Games Design Representing the Past: Video Games Challenge to the Historical Narrative Learning Through Making: Notes on Teaching Interactive Narrative Video Games as a New Form of Interactive Literature Writing In and Around Games Hints, Advice, and Maybe Cheat Codes: An English Topics Course About Computer Games Teaching Network Game Programming with the Dragonfly Game Engine Root of Play - Game Design for Digital Humanists Alternative Reality Games to Teach Game-Based Storytelling "Continue West and Ascend the Stairs": Game Walkthroughs in Professional and Technical Communication Annotated Bibliography for Game Studies: Modeling Scholarly Research in a Popular Culture Field
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