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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?
Brett Boessen

Minicraft - 7 views

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    Persson produced this in 48 hours for a game design competition.
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    Very clever. Now to figure out how to use the workbench...
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    Just walk up to it and press X -- it opens the window, which lists everything you can make and which/how much resources are needed to make the item. If you have gathered enough, it will list those you are able to make at the top of the list. It does not seem like you can pick up a workbench like you can in Minecraft, but maybe I'm missing something.
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    I guess I need to gather more resources. ...or get back to work! Click to focus indeed.
Bryan Alexander

"Game-Based Learning: Developing an Institutional Strategy Thursday" - 3 views

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    ECAR report Author(s) Rhonda M. Epper (Colorado Community College System), Anne Derryberry (Sage Road Solutions, LLC), Sean Jackson (University of Virginia)
Bryan Alexander

Statecraft sim - 2 views

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    "Dr. Keller: I designed the simulation with two main goals in mind. First, it had to be an effective teaching tool. I wanted to take abstract concepts and theories that my students often had difficulty grasping, and make these vivid and clearly understandable. I wanted students to personally experience the challenges and complexities of world politics-to get off the sidelines and become players. Although the countries, domestic factions, and global issues in Statecraft are fictional, they have been carefully designed to provide maximum insight into parallel real-world dilemmas: as students grapple with the Orion slavery issue, the threat posed by the melting Ice Mountain, and the temptation to seize Sapphire Island's vast resources they come to understand the security dilemma, the collective action problem, two-level games, the challenges of cooperation under anarchy, and many other constructs not as theoretical concepts but as visceral truths that permeate their conversations with classmates, friends, and parents, and may even keep them up at night."
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    I like the concept of Statecraft, and took an early look at them. But boy, I wish they would stop spamming up my inbox with invitations to lunch etc. Quite pushy.
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    That's weird. Are they aggressively courting players for other purposes, or pushing ads?
Bryan Alexander

game pilot from JISC - 0 views

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    The pilot follows work undertaken by JISC Collections early in 2012, when a number of interactive educational software and games suppliers, as well as representatives of FE colleges, were interviewed to gauge the current extent and use of such software and online resources by the colleges.
Bryan Alexander

Philip Sabin, "Wargaming in higher education: Contributions and challenges " - 1 views

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    "Wargames, especially on historical conflicts, do not currently play much part in the booming academic use of simulation and gaming techniques. This is despite the fact that they offer rich vehicles for active learning and interactive exploration of conflict dynamics. Constraints of time, expertise and resources do make it challenging to employ wargames in academia, but a greater problem is the stigma which wargaming attracts due to its association with childish enthusiasts and its perceived deficiencies as a modelling technique. This article builds on my many years of teaching and research experience with wargames to show how playing and designing them can benefit students and scholars alike."
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.
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

Learning the art of creating computer games can boot student skills - 2 views

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    Computer games have a broad appeal that transcends gender, culture, age and socioeconomic status. Now, computer scientists think that creating computer games, rather than just playing them could boost students' critical and creative thinking skills as well as broaden their participation in computing." id="metasummary
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    I totally agree. But from my experience having students write interactive fiction in a senior seminar, this is a very time- and resource-intensive way to impart those skills. Not sure it is doable as part of a broader course. Perhaps a full course in game design is yet another thing to add to the stack of basic literacies in the general curriculum...
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    Perhaps thinner and/or lighter projects would work better. Thinner: spread the work even further across a class. Individual projects ->groups, groups ->whole class. Lighter: even easier to use tools. Inform is pretty easy, though...
Bryan Alexander

High Tea game - 1 views

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    Interesting resource management game, for the British-Indian-Chinese opium trade.
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