Group items matching
in title, tags, annotations or urlPostings of a Troubled Mind - WSJ.com - 2 views
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At times, Mr. Loughner seemed to be reaching out to fellow gamers for help and advice, albeit in a disturbing way. Sometimes they offered it, such as giving him pointers about job hunting. At other times, his postings seemed so outrageous that the gamers mocked or ignored him. The online postings, written using pseudonyms, were shared with the Journal by a person who had access to them. Two fellow gamers who participated in the online forums say the author was the accused gunman, and some of the postings discuss incidents from Mr. Loughner's life that others have corroborated.
What Makes Educational Games Work? | MindShift - 3 views
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"As the gaming in education continues to grow, one of the foremost experts in the field, Constance Steinkuehler, makes the case for why it's important to pay attention to what works in gaming and how it could be applied to learning. At the recent Aspen Ideas Festival, Steinkuehler, who's now a Senior Policy Analyst at the Office of Science and Technology Policy in the Executive Office of the President, spoke with author and researcher John Seely Brown about some of the more prominent issues in gaming and education."
'StarCraft' Gameplay Boosts Mental Flexibility, Says Study - 0 views
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By Riva Gold Playing StarCraft can boost problem solving and creative thinking, according to a new study by researchers at Queen Mary University of London and University College London. researchers found that those who engaged in the real-time military strategy game improved their "cognitive flexibility," or the ability to adjust their thinking to meet different situations.
The Wired Campus - U. of Texas System Buys Land in Second Life - The Chronicle of Higher Education - 0 views
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The University of Texas system has purchased land in the online world Second Life, betting the investment will improve teaching and research at all of its institutions. The university system, made up of nine universities and six health centers, doesn’t have concrete plans for how each school will use Second Life. It hopes that administrators, faculty members, researchers, and students will take advantage of the virtual real estate over the academic year.
flgaming / FrontPage - 0 views
Watching violent TV or video games desensitizes teenagers and may promote more aggressive behavior, new study finds - 4 views
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Hmmm. I'd like some expert opinion on this...
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I don't have much to add to Brett's fine comment. Yeah, this is part of a kind of study which shows that well-produced media tends to elicit emotions. Er, yes. There are some hilarious stories about porn like this. But yes, the big deal is MRI, over time. I don't know if the rest of the boys' experience has been successfully gapped out.
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MRI will maybe change things. Not for the better, I fear. I'm watching the emerging field here: http://www.diigo.com/user/edwebb/neurocinematics
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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Go for it, Bryan. If you want to kick ideas around, let me know.
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Will certainly do.
Top News - Can gaming change education? - 0 views
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"Moving Learning Games Forward: Obstacles, Opportunities, and Openness," by Eric Klopfer, Scot Osterweil, and Katie Salen of the Education Arcade, an MIT research division that explores games that promote learning through play, explains why educational games have seen an increase in popularity: mainly owing to the advances in consumer games.
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A report from the Joan Ganz Cooney Center, "Game Changer: Investing in digital play to advance children's learning and health," claims that on an average day, children as young as eight spend as many hours engaged in media activity as they spend in school. Seventy-five percent of American children play computer and video games, it says.
Do Role-Playing Simulations Generate Measurable and Meaningful Outcomes? A Simulation's Effect on Exam Scores and Teaching Evaluations. Chad Raymond. 2010; International Studies Perspectives - Wiley InterScience - 2 views
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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.
EteRNA - 1 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.
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I fear I will be in North Africa then, otherwise I'd go. If my plans change, I'll do my best to be there. Sounds great.
A Quick Buck by Copy and Paste | Gamification Research Network - 1 views
ARG for espionage / human behavior research - 2 views
Video games are the answer to the New Boring | Technology | guardian.co.uk - 0 views
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And then there's Saint's Row 3, an open-world crime shooter, that seems to have been concocted entirely by hyperactive 14-year-olds force fed on a diet of sherbet, Red Bull and Korean gangster movies. This is a game in which the player can, entirely at random, bludgeon passers-by with a giant dildo. To the best of my knowledge, Downton Abbey features nothing even remotely comparable – although, to be fair, I skipped most of season two, and may have missed a key scene in which Hugh Bonneville attacks his butler with some nightmarish Edwardian device intended for the cure of female hysteria.
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Please, if you are a parent and you want something to do with your kids on a wet Sunday afternoon, don't rent the latest heavily marketed CGI bore-fest from a Hollywood studio more interested in selling you merchandise and the moral agenda of its self-serving financers, buy Zelda. Buy Zelda and share a genuinely thrilling, heart-warming escapist fantasy with your children. Certainly, it's not as 'good' as taking them to a museum or getting them to play footie in the park, but if the only alternative is Horrid Henry, it is spectacular – and they will never forget it.
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Interactivity is a blunt but effective tool to ensure attention and alertness. And as such, video games have never sought to stultify or repress. Video games are not interested in teaching us to make the most out of our tired soft furnishings.
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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."
56 Million Americans Are Playing Social Games [STATS] - 1 views
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A new study from market research firm NPD Group shows that one out of every five Americans over the age of six has played an online social game at least once
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Social games can help create a new revenue stream, one that solely relies on end users opening their wallets to third-party applications. Virtual goods and currencies are a huge part of the social gaming market, and they turn a casual user experience into big business for the startups, developers and platforms that offer them.
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10% of respondents had spent money playing social games and 11% said they planned to do so in the future
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