Contents contributed and discussions participated by Rebecca Davis
Why Bother with Games in Education? | Gamification Co - 3 views
» Syllabus #HIST3812 - 5 views
Xenos | Learning Games Network - 2 views
Sarien.net - Instant adventure gaming - 3 views
Geneology of Badges - Google Docs - 5 views
Home | Global Social Problems - 0 views
Badges for Lifelong Learning | Scoop.it - 2 views
THATCamp Games - The Humanities and Technology GAMES Camp / Date: TBA / Location: Maryland - 2 views
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THATCamp Games, a themed humanities and technology unconference embracing games of all kinds, will take place January 20th to 22nd at the University of Maryland in College Park. If you're interested in learning more about games and game design in the humanities, as part of research, or in relation to pedagogy and learning, this unconference is for you. No matter how much knowledge of games in the humanities you have coming in, you'll leave with new skills and new ideas.
Lessons Learned in Playful Game Design - ProfHacker - The Chronicle of Higher Education - 2 views
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As the semester got rolling, I realized that I’d made a new course preparation into a potentially life-consuming task.
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.
PERFORMING THE SOCIAL TEXT: Or, What I Learned From Playing Spore -- Jones 17 (2): 283 ... - 2 views
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this article compares video games and digital texts, not in terms of their supposedly shared narrative content (not in terms of their content at all) but, rather, formally-in terms of how they model complex systems, how both video games and digital-text environments work by creating networked environments for the production, reproduction, transmission, and reception (indeed for the continual reediting) of their respective content-objects. Both texts and video games are systems, with their own special affordances and constraints, that provide both "spores" and "spurs," seeds and provocations, prompts for new performances of meaning.