Traffic sim - 2 views
-
Very neat little sim to use in several ways: -bond with any adult who drives -teach basic simulation principles -brainstorm "how to make this a game"?
-
That's funny -- I just had a student mention everyday life mechanics one could turn into a game, "like road construction or traffic patterns," that he's interested in somehow doing his end-of-course project on. :)
-
Oh cool! What does he make of this one?
How not to teach games in the humanities - 2 views
Games don't Equal Academic Achievement - 20 views
-
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.
- ...7 more comments...
-
Go for it, Bryan. If you want to kick ideas around, let me know.
-
Will certainly do.
Katie Salen on Vimeo - 0 views
'Minecraft' Designer: Gaming Industry Should Emulate Board Games, Not Hollywo... - 3 views
Gaming in Education - 2 views
Watching violent TV or video games desensitizes teenagers and may promote more aggressi... - 4 views
-
Hmmm. I'd like some expert opinion on this...
- ...1 more comment...
-
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.
-
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
Cold War - Berlin - 5 views
cyoa - 3 views
-
I’d be very curious to know the reason for this progression toward linearity. Presumably the invisible hand was guiding this development, but whether the hunger was for less difficulty in the books or simply for something with more in the way of traditional storytelling is harder to unravel. I could also imagine that this balance between interaction and exposition was peculiar to the individual writers, so this could merely reflect a changing set of practitioners. In another way, this trend mirrors the adoption of more recent new media. In the early days of the web, people flocked to what was unique to HTML, namely links, animated gifs, and the <blink> tag. A similar cautionless exuberance marked the appearance of affordable typesetting systems – the first time people without phototypositors had access to typefaces beyond a choice of monospaced typewriter fonts.When a world of new possibilities has just opened, it’s hard to find the will for restraint. But, in time, people scale back the more gratuitous uses of this sort of glitz, moving from what’s possible to what best suits the material. It could be that the glut of choices in the early books reflected more a rush toward the new than a well-considered balancing of storytelling and reader-directedness. As the genre developed, the choice-based structure ceased being so novel that it was an experiential end in itself. Perhaps only then could it recede into its proper role as a gameplay mechanic – all the more potent when used judiciously.
-
a peek into the construction process the authors went through as they folded their nonlinear stories into a sequential medium
-
In a computer game, tracking this kind of inventory state is a simple matter. By flipping bits in memory, the program itself can keep a running tally of items you’ve encountered and possibly picked up. In a book this responsibility falls to the reader, and with it an expectation of honesty. To encourage a degree of fair play, the Cavern of Doom engages in a form of entrapment by asking the reader, in the midst of a dicy situation, whether they have a magic item that would clearly save the day. What the book knows and the reader may not is that this item does not even exist. Woe upon the adventurer who angers the gamebook in this way.
-
Very nice to see this. CYOA is a vital antecedent for digital storytelling, from hypertext to gaming to branching YouTube videos.
- ...1 more comment...
-
This might be a good time for humanists to identify a bunch of easy, low-cost tools for that. Like Wordle.
-
Agreed, Bryan. There are quite a few low-cost (in terms of learning curve and the general attentive economy) visualization tools that we could all learn to use more frequently. I've been playing again, after a break of a couple of years, with Dipity, for instance, to generate timelines. Word clouds and mind maps might be forms with applications in discussing digital storytelling in games and other media.
The Fallout Out of Our Choices - 3 views
-
Student blog - note seamlessness of experience between movie and game story lines.
-
Say more, Ed. Do you think that seamlessness is part of the global imaginary now?
-
I think it is becoming less remarkable to treat game worlds and storylines as similar to/comparable to/continuous with longer-established media such as movies, novels etc. I don't know whether it's generational, or just longevity of the medium. Maybe the technology has grown to allow more complex/complete world depictions.
Civilization V: Your Empire Awaits - 0 views
Teaching with World of Warcraft - 2 views
The Shallows: Chapters 2 & 3 | Royce Kimmons - 3 views
-
I have not looked into the particulars of this study nor current issues in neuroplasticity in depth, but this experiment at least draws my attention because of my interest in educational games and simulations (and gaming in general). I have often wondered, for instance, about violence in video games, and though there is no evidence that violent video games make people more violent, the really interesting question, I think, is whether or not acting out violently in a video game alters the brain differently than acting out violently in real life. Likewise, what about other behaviors that can be acted out in high fidelity through a game from stealing in Grand Theft Auto to cyber spouses in World of Warcraft. Do these activities affect one's neural mapping?Obviously, there are other, more curriculum-oriented implications of this study that are probably more pertinent to my field, but I think that generally we tend to view digital experiences in a different way than real life experiences, and if it's all the same to our brains, then it seems like that is something we should be conscious of when designing and consuming digital products.
Talking with Tom Bissell-By Donovan Hohn (Harper's Magazine) - 2 views
-
The best part of that scene, and what was so affecting about it, was, as Clint Hocking (the game’s designer) pointed out, it wasn’t scripted. It was something that grew organically out of the systems they put into place. And it was wonderful: upsetting, funny, bizarre, intense. What other form of entertainment can do that for you? Provide a series of systems that you poke and prod and walk around in and explore, to the effect that, sometimes, you have something happen right in front of you that you made happen by virtue of being a virtually present within the system. You think about it long enough and your brain begins to melt, doesn’t it? It’s not storytelling, actually, but it allows a story to happen.
Food for Thought: game-based learning and pedagogy « Gaming & Learning - 3 views
-
You’re told that Animal Farm is a commentary on Socialism, told where Bhutan is. Games don’t work that way; they are experiential.
Size, Scale, and a Long View - 2 views
Gamers make faster decisions than nongamers, just as accurate - 4 views
-
Maybe we should aggregate stories like this, to be ready to show people.
- ...1 more comment...
-
no, no, "gamersgoodmkay" is perfect.
-
I like it!
« First
‹ Previous
361 - 380 of 551
Next ›
Last »
Showing 20▼ items per page