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Lisa Spiro

Game Builds Student Empathy | National News | United States | Epoch Times - 3 views

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    "Davidson met Dr. Kurt Squire, associate professor at the UW-Madison School of Education and director of the Games Learning Society Initiative, and they wrote a grant proposal to the Bill & Melinda Gates Foundation. They were soon awarded funds for the project. The team is developing two kinds of games. One is to cultivate attention and the other to cultivate empathy, kindness, and pro-social behavior. Davidson said that ¬attention is a building block for learning. "If you can learn to focus your attention more skillfully and concentrate, that will have ripple effects on all kinds of learning," he said."
Lisa Spiro

RELEASE: Educational games to train middle-schoolers' attention, empathy - 1 views

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    "With Kurt Squire, an associate professor in the School of Education and director of the Games Learning Society Initiative, Davidson received a $1.39 million grant this spring to design and rigorously test two educational games to help eighth graders develop beneficial social and emotional skills - empathy, cooperation, mental focus, and self-regulation."
Ed Webb

Alan Kay, Systems, and Textbooks « Theatrical Smoke - 3 views

  • I discuss his key idea: that systemic thinking is a liberal art, and I explain a corollary idea, that textbooks suck
  • if you don’t have a category for an idea, it’s very difficult to receive that idea
  • the story of the last few hundred years is that we’ve quickly developed important ideas, which society needs to have to improve and perhaps even to continue to exist, and for which there are no pre-existing, genetically created categories. So there’s an idea-receiving capacity gap.
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  • Education’s job should be, says Kay, to bridge this gap. To help, that is, people form these necessary new idea-receiving categories–teaching them the capacity for ideas–early on in their lives, so that as they grow they are ready to embrace the things we need them to know. Let me say that in a better way: so that as they grow they are ready to know in the ways we need them to know.
  • cultivate the ability to conceive of, work with, create, understand, manipulate, tinker with, disrupt, and, generally, appreciate the beauty of systems
  • The point is to be able to see connections between the silos. Says Kay, the liberal arts have done a bad job at “adding in epistemology” among the “smokestacks” (i.e. disciplines)
  • a game, or a simulation, thought of as a thing we might create (rather than a thing we only act within), is a visceral example of systems thinking
  • It’s the Flatland story–that we need to train our 2D minds to see in a kind of 3D–and Kay’s genius is that he recognizes we have to bake this ability into the species, through education, as close to birth as possible.
  • Systems thinking is to be conceived of as a platform skill or an increased capacity on top of which we will be able to construct new sorts of ideas and ways of knowing, of more complex natures still. The step beyond seeing a single system is of course the ability to see interacting systems – a kind of meta-systemic thinking – and this is what I think Kay is really interested in, because it’s what he does. At one point he showed a slide of multiple systems–the human body, the environment, the internet, and he said in a kind of aside, “they’re all one system . . .”
  • Seeing systems is an epistemology, a way of knowing, a mindset
  • What happens when you’re stuck in a system? You don’t understand the world and yourself and others as existing in constant development, as being in process; you think you are a fixed essence or part within a system (instead of a system influencing systems) and you inadvertently trap yourself in a kind of tautological loop where you can only think about things you’re thinking about and do the things you do and you thus limit yourself to a kind of non-nutritive regurgitation of factoids, or the robotic meaningless actions of an automaton, or what Kay calls living in a pop culture
  • A downside of being epistemologically limited to thinking within a system is that you overemphasize the importance of the content and facts as that system orders them
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    Seems like, among other things, a call for learning with games.
Ed Webb

1984 | Sawbuck Gamer | The Gameological Society - 3 views

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    Too bad: "ERROR - This project has been removed by the author. It may return later."
Ed Webb

Anyone for a game of GTA: Sodom and Gomorrah? | Adam Boult - 2 views

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    Well it sounds like from the review that this is pretty uninspired. But it does raise an interesting design question, namely "what kind of game mechanics would prompt calls of 'great game' by regular Bible readers/users?" That is, how could designers approach this problem in a way that would invite players to experience the stories in the Bible interactively? Or maybe that's over-simplifying a complex cultural issue, and there really isn't a way to do this without having it come across as trite because "the Bible" is too multivalent in contemporary society.
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    Nice find, it's hard to find games that deal with religion at all. I sent it on to Andrea
Ed Webb

Containing the Past with Virtual Prisons | Play The Past - 2 views

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    Via @notjessewaker
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    Very interesting idea. I wonder about RTS implementations, too.
Rebecca Davis

Videogame preservation and massively multiplayer online role-playing games: A review of... - 0 views

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    Videogames are important cultural and economic artifacts. They also present challenges that anticipate the problems inherent in any complex digital interactive system. Not only are they digital and hence very difficult to preserve but they also are software systems that have significant hardware, peripheral, and network dependencies, which are difficult to collect and formally represent. This article reviews the literature related to videogame preservation. In addition to covering the traditional technology-related issues inherent in all digital preservation endeavors, this review also attempts to describe the complexities and relationships between the traditional acts of technology preservation, representation, and collection development. Future work should include the identification of important user groups, an examination of games' context of use, and the development of representational models to describe interaction of players with the game and the interactions between players playing the game.
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