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Ed Webb

Serious Gaming and Simulations - the Power and Potential for Peacebuilders | United Sta... - 0 views

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    Shalom Staub spotted this - may be of interest to some of the group
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    Ed and I both had the opportunity to listen in to some of the sessions. We agreed that the most interesting and useful information for our community was presented by the developer of A Force More Powerful. A newly designed, open-source, game on conflict resolution will be released in November 2009. The open-source design will allow people to add real or imaginary conflict scenarios as game modules.
Lisa Spiro

Games in Education - home - 3 views

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    "Using gaming as a vehicle for learning is a very powerful idea and one that is under-utilized. This wiki is an attempt to create a comprehensive resource about gaming that we can all learn from - all contributions welcome!"
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    This is great -- lots of info here. Who's running it / who are the admins? Or is it just kindof crowdsourced?
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. "
Shalom Staub

Smart Tools for Smart Power: Simulations and Serious Games for Peacebuilding | United S... - 1 views

  • The event explored how the latest online and scenario-driven simulations and 3D virtual environments can be applied to sharpen decision-making skills and lay the foundation for more effective peace operations, negotiation, and cooperation.
  • Steve York and Ivan Marovic “A Force More Powerful,” York Zimmerman
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    report on the USIP peacemaking and gaming conference
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    Shalom, which academic disciplines were most represented during the event? I would guess political science and history.
Bryan Alexander

Nuclear power plant simulator - 0 views

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    Easy to start teaching tool.
Bryan Alexander

Simulating the energy future - 0 views

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    Shell turns to sims to power its scenarios.
Bryan Alexander

World of Warcraft Finds Its Way Into Class | MindShift - 1 views

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    World of Warcraft Students' passions can be a powerful driver for deeper and more creative learning. With this knowledge, some educators are using popular commercial games like World of Warcraft (WoW) to create curriculum around the game.
Bryan Alexander

Media - Social Studies - Play | Wolfsonian-FIU Freedom - 0 views

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    Spin is designed to promote student reflection on the power of words and images by creating and altering meaning in a fictional narrative. This fast-paced, small group storytelling game provides students the experience of "spinning" a story in different directions to convey diverse storylines or viewpoints-much like it occurs in print, broadcast, and digital media today.
Bryan Alexander

Teaching international relations through popular games, culture and simulations (Part 1) - 4 views

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    PAXsims is pleased to feature a number of blog posts from David Romano (Missouri State University) on teaching International Relations through popular games, culture and simulations. Today he introduces the topic. Stay tuned for parts two, three, four, and five in the near future. * * * Introduction Politics as "the struggle for power" surrounds us.
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    Nice, just sent the general paxsims site to Mike Fratanuano last week.
Bryan Alexander

Putting a human face on science storytelling - 1 views

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    "These are middle schoolers building mobile, place-based games with ARIS, taking advantage of the game editor's powerful new re-design and one science educator's trust in letting his students demonstrate what and how they learn."
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    Very cool. I appreciate that he takes the time in the video interview to lay out how one could take a more standard pedagogical model - his "5E" model (which I had not heard of before) - and augment/alter parts of it to incorporate the new technological elements he's interested in having his students explore.
Ed Webb

Violent video games touted as learning tool - Yahoo! News - 1 views

  • "As you know, most of us females just hate those action video games," she said. "You don't have to use shooting. You can use, for example, a princess which has a magic wand and whenever she touches something, it turns into a butterfly and sparkles."
    • Ed Webb
       
      Wait, wut?
  • you learn to learn
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    "You could use stereotype powers, too!" Sigh. This was odd: "Games for Learning, a daylong symposium on the educational uses of video games and computer games. The event, the first of its kind..." Really?
Ed Webb

Thoughts on gaming and learning | TechTicker - 1 views

  • These sorts of enviroments are a fascinating phenomenon to me, not necessarily from the standpoint of the environments themselves, or the experiences they help facilitate, but with the degree of engagement, dedication and time investment that people willingly and independently put into them.
    • Ed Webb
       
      I concur - this has always been my main driver of interest in gaming and education - the sheer energy, focus, and ingenuity people will invest in games.
  • why the obsession with delineating where learning stops and open-ended fun begins? Why must there be a distiction?
    • Ed Webb
       
      My mantra: learning IS fun (i.e.there is no distinction)
    • Bryan Alexander
       
      That's a powerful mantra, Ed. Or even a koan.
Ed Webb

Citizen science: People power : Nature News - 2 views

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    This could be a Deep Blue story for gaming.
Ed Webb

Scott Pilgrim is an epic for the Nintendo generation - 3 views

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    Indeed. Fascinating to see the negative press, too.
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    I liked the NPR review of the reviewers: http://www.npr.org/blogs/monkeysee/2010/08/12/129150813/-scott-pilgrim-versus-the-unfortunate-tendency-to-review-the-audience It is good to be reminded once in awhile that gaming is still considered "lowbrow" and only for 12 year old boys to the uninformed. God knows I love me some elitism, but only when it is justified.
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    Yes, the disdain for gaming is still powerful. This movie is getting good reviews, generally. But is it doing badly at the box office?
Ed Webb

M/C Journal: "Artificial Intelligence" - 0 views

  • Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusement – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source.
  • The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists.
  • a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play.
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  • elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal.
  • The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property.
  • lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions.
  • To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses.
  • “oral tradition”
  • hroughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order.
  • The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era.
  • In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.”
  • The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries.
  • In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.”
  • Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see.
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
Ed Webb

Ian Bogost - Gamification is Bullshit - 4 views

  • gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway
  • The title of this symposium shorthands these points for me: the slogan "For the Win," accompanied by a turgid budgetary arrow and a tumescent rocket, suggesting the inevitable priapism this powerful pill will bring about—a Viagra for engagement dysfunction, engorgement guaranteed for up to one fiscal quarter.
  • I realize that using games earnestly would mean changing the very operation of most businesses. For those whose goal is to clock out at 5pm having matched the strategy and performance of your competitors, I understand that mediocrity's lips are seductive because they are willing.
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    via Kirk Battle on Buzz
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    Bogost seems to be getting more and more irritated by the gamification pseudo-movement. His response to McGonigal's book was contrary but professional. The exploitationware piece was critical and pointed, but I thought still civil. This is...angry. And that really comes through in his comment to the gamify.com guy's post. I'm mostly in agreement on the substance of his objections to much of gamification. But I wonder why this movement toward such vehemence? Do you suppose he's now fielding more annoying offers to help design game-like systems? Is Cow Clicker kindof backfiring, leading people to him as a designer instead of away from him? I don't know. But he sure is pissed, that's clear.
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    I have no inside knowledge. But I suspect his irritation increases in proportion to the hype. The tone here is caustic, but the content is on the money. If you agree with him, and if you love games and their potential, you can understand the rage, I think.
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    I don't know -- rage, really? Isn't the "games vs. gamification" tack ultimately more of a both/and thing than a conflict? I'm not sure why having gamification exist necessarily entails an undermining of what games are. I suppose there's the question of educating non-gamers on the great potential of actual games, and perhaps policing a boundary between the two concepts. But just as I don't really want the local police to become enraged when I cross a line, I find this kind of response (and again, I've seen Bogost do it far better and with greater restraint elsewhere) off-putting to say the least. One comment on his post referred to Bogost's "war" against gamification; I'm just not sure that's the most productive approach to addressing its rise.
Ed Webb

Tom Bissell on Dead Island - Grantland - 2 views

  • You leveled up and rolled the dice in Dungeons & Dragons because it was impossible to run such systems under the game's hood. You know why? Because there wasn't a hood. Video games not only have hoods but also engines, and all manner of delightfully invisible computation can be dealt with and handled there. So I ask: Why isn't it invisible more often? Why this useless Gamification of what are already games? Why do we tolerate it? What do we actually get out of it, other than some mouse-brain satisfaction of knowing exactly where we are in the maze?4
  • I recently asked a game-designer friend if one of the reasons these skill-tree and leveling-up systems actually show up in games is due to the fact that some poor bastard actually had to work for months and sometimes years refining them and planning them and gaming them out, so that everything made sense and demonstrably kept players from getting too powerful too quickly. He said, with a sigh, "Pretty much." Which means that one problem with game design today is the game designer's emotional inability to hide his or her hard work. Oh, the humanity.
  • Techland consulted some real geniuses of nomenclature in coming up with Dead Island's weapons' subclass names: We have the Flimsy Cleaver, the Tiring Knife, the Frightening Mace, the Spiteful Pistol. It all sounds like the work of two Poles with a big bag of weed and a thesaurus. What's next? I wrote in my notes. The Recalcitrant Hoe? Two minutes later, no joke, I found the Languid Pistol.
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  • In a game about running from things that want to eat you, what is more important: the emotional experience of running from things that want to eat you, or knowing that the thing that wants to eat you is a Level 23 thing that wants to eat you? Knowing that the machete in your hand can take its head off, or knowing that the machete in your hand is capable of doing 320+ hit points of damage? On second thought, don't bother answering. That this game exists is answer enough.
Ed Webb

Spatialized Difference in Videogames | Gaming the System - 3 views

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    This would be teachable as heck. I like the FPS-RTS combination.
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