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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
Ed Webb

Parents Find Children With Autism Benefit From Video Games | TheLedger.com - 0 views

  • Children (on the Autism spectrum) take games that call you a loser or say other things like that very personally
  • Garth Chouteau, spokesman for PopCap Games, says the company has received an immense amount of calls and letters from parents of children with an ASD diagnosis, such as Schramek, stating the positive effects their games have had on children. "These games are created with no purpose in mind other than fun, but people say these games help them relax and provide cognitive activity for their children. These are side effects of a really good game," says Chouteau.
  • "Kids on the autism spectrum have a hard time with emotional control. From a social standpoint, one of the things the games are helpful with is teaching the children to take turns."
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  • Chase Lebron, who was diagnosed with autism in 2004 at the age of 2, loves to play MarioKart and Pokemon. She found that allowing him to play these games teaches Chase how to cope with the difficult concept of winning and losing. "Their ability to cope with not always winning is not the same as with other children. Their expectations when playing these games can be a bit unrealistic so in playing them it helps teach how to deal with the concept of losing. I've also noticed that playing these games helps with hand-eye coordination," says Torres.
  • "The games on an iPhone, such as ‘Angry Birds" and ‘Jetpack Joyride,' are really great, simple games that you can use to work on goal setting. Every game has a goal that you are supposed to accomplish," says Hull. "Kids lose focus when there is too much going on around them, so having goals in a game teaches them to focus beyond the distractions to complete the mission."
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.
Ed Webb

Teaching Students How to Fail: Simulations as Tools of Explanation. Brent E. Sasley. 20... - 2 views

  • Instead of always teaching students how to succeed—as is the norm in higher education—it might also be useful to teach them about failure. Understanding failure (that is, why actors fail to reach common objectives in inter-group settings) gives students deeper insight into how to resolve global problems, and the conditions under which success can be achieved. This enhances student awareness of complexity in world affairs, including the nature of inter-group relations. Simulations are a good way to teach students about the possibility of failure, and how to learn from it, because they allow students to go through the learning process on their own. In this article I discuss how a simulation I ran on Middle Eastern politics can be used as an example of how to instruct students about failure as much as about success.
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    Very cool idea. I need to snag a copy of the article, now.
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    I'm an ISA member and will have a paper copy quite soon - I'll scan it for you.
Rebecca Davis

Techne » Virtual Programming Addresses Technology for Teaching Global Cultures - 0 views

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    mentions several games used for teaching global cultures
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

How not to teach games in the humanities - 2 views

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    Very interesting discussion of problems with teaching gaming in humanities classes: student resistance, backwards scaffolding.
Bryan Alexander

Can a Video Game Teach Just as Well as a Professor? - 2 views

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    "The chance to learn about leadership and management from top corporate strategists is part of the business school guarantee. But what if your B-School professor could be replaced by technology, without sacrificing any educational payoff? An experiment conducted by John Beck, Ph.D., at Hult International Business School found that a business strategy video game proved just as effective in teaching students as a professor...."
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    Seems like Beck's conclusions are largely in line with other literature on games and learning. I'm curious about the fact that this has come up in the context of an MBA program and not another field.
Bryan Alexander

Teaching a simulation at Stanford - 0 views

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    Nice sketch of a political simulation, plus good reason for teaching with sims.
Bryan Alexander

The Alternate-Reality Games That Teach Kids The Cause And Effect Of Their Circumstances - 2 views

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    These sound more like simulations. Good stuff.
Bryan Alexander

HISP 209 SimCity Paper - 1 views

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    Teaching with Simcity: a detailed assignment, including assessment:
Rebecca Davis

Online Game Teaches Citation Skills - Wired Campus - The Chronicle of Higher Education - 1 views

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    It uses Zotero
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

"Winning Fafnir's Gold: Teaching with Digital Game-based Fiction" - 2 views

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    Chris Fee's talk about teaching with Inform.
Bryan Alexander

Gaming relativistic effects - 2 views

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    Teaches player some aspects of traveling close to the speed of life.
Bryan Alexander

Nuclear power plant simulator - 0 views

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    Easy to start teaching tool.
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?
Ed Webb

Rats in a cage: how games will teach us to love the police state | The Verge - 3 views

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    I wonder what an overall survey of all current offerings from the gaming industry would reveal. Index each game along a continuum from Big Brother to V for Vendetta.
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    If I get tenure, I might just write that article.
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    Yeah! Would be fun for a class project, too.
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