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Todd Bryant

iCivics | The Democracy Lab - 3 views

shared by Todd Bryant on 28 May 10 - Cached
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    Fascinating project, with a good team (Gee) and lots of ways in. Exploring now.
Rebecca Davis

"Walking Cinema: Murder on Beacon Hill" - 1849 Murder of Dr. George Parkman, Beacon Hil... - 0 views

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    This looks like fun! Lots of good angles from which one might draw inspiration: local history, archival work, spatial learning.
Ed Webb

BBC News - Police investigate Habbo Hotel virtual furniture theft - 1 views

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    Isn't there a Charlie Stross novel like this?
Ed Webb

Norwegian Boy saves Sister from Moose Attack using World of Warcraft Skills «... - 1 views

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    Must resist Monty Python and the Holy Grail joke...
Rebecca Davis

Library of Funded Projects - 2 views

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    Grant proposal for Metadata Games
Ed Webb

Violent video games touted as learning tool - Yahoo! News - 1 views

  • "As you know, most of us females just hate those action video games," she said. "You don't have to use shooting. You can use, for example, a princess which has a magic wand and whenever she touches something, it turns into a butterfly and sparkles."
    • Ed Webb
       
      Wait, wut?
  • you learn to learn
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    "You could use stereotype powers, too!" Sigh. This was odd: "Games for Learning, a daylong symposium on the educational uses of video games and computer games. The event, the first of its kind..." Really?
Ed Webb

Bum Lee / De-Animator - 1 views

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    I would love to use this in teaching Lovecraft, or horror in general. Because it gets some stuff right (ambience) and some stuff wrong (nonstop violence), it would be keen to start discussions. (This is such a tough game. I die so quickly.)
Bryan Alexander

iPad for games and .edu - 4 views

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    Rachel meditates on iPad gaming, production, and education.
Ed Webb

Admongo, the government video game that teaches kids about the perils of advertising. -... - 5 views

  • Admongo.gov, the new Web site from the Federal Trade Commission, seeks to educate kids ages 8 to 12 about the nuances of marketing. In the Admongo video game, players confronts advertisements at every turn—at bus stops, in magazines, on TV, even as part of other video games within the video game. Whenever an ad appears (they're all for fictional products, including a soda, a cereal, a movie, and an acne wash), the player is encouraged to ask three questions: Who is responsible for the ad? What is the ad actually saying? What does the ad want me to do
  • there's no evidence I know of showing that media literacy has an impact on consumer behavior. Ads target emotions, not logic. You can know you're being manipulated but still be manipulated. People talk about how media-savvy kids are these days, but that just means they recognize a lot of brands
  • the most interesting thing about Admongo is its emphasis on the ubiquity of ads. A previous FTC-designed game, called You Are Here, also urged kids to consider where ads come from and to examine the truth of marketing claims. But in Admongo, a major part of playing the game is understanding that ads can be anywhere and can take many different forms. The player encounters text-message ads, ads inside videogames, cross-promotions, and product placements. This element of Admongo is testament to the explosion of new advertising platforms and the fierce intensity of modern marketing. According to Linn, in 2008 American Idol—consistently a top-rated show for 2-11 year-olds—featured 4,151 product placements in its first 38 episodes, averaging 14 minutes of product placement on each show. Kids are now constantly in front of screens of all kinds, and those screens are brimming with ads that pretend they aren't ads. These days, just being able to recognize when you're being marketed to is a useful skill.
  • ...1 more annotation...
  • check out the Admongo poster, which the FTC includes with the package of curriculum materials it makes available to teachers. The poster is meant to be hung up in classrooms. It's an illustration that helps kids spot all the different places ads can appear, from cereal boxes to magazines to blimps in the sky. Ironically, in the poster's lower right corner is the logo for Scholastic—which worked with the FTC on the Admongo project, and which sells books and other products through its catalogs to a captive school-kid audience. "The Scholastic name helps in terms of getting our curriculum into classrooms," said one FTC representative I spoke to. "With Scholastic, you're talking about a known commodity for teachers, while they might not be that familiar with the FTC." Behold the power of branding, kids. And consider this a learning opportunity
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    Persuasive game about, er, persuasion
Todd Bryant

ilomilo: Southend's gorgeous storybook platformer for Xbox Live - Boing Boing - 1 views

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    XBox 360 game, visual
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    Wish we had an Xbox
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    I'm seriously thinking of buying an xbox, ps3, and wii for our department: there are several titles for each that would be useful to demo for students or even construct an exercise, project, or assignment or two around. I'll just have to figure out things like where we'll put them, which titles we'll buy, and whether they'll be in a lab where students can get access or just available to faculty.
Bryan Alexander

Games, Maps and the Brain - 3 views

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    More from Depauw. Something's in the Greencastle water.
Rebecca Davis

Imagine Cup Finalists Make Video Games and Software to Solve World's Woes - Wired Campu... - 1 views

  • In the game-design category, a team from Central Piedmont Community College and the University of North Carolina won with a game that involves a series of quest challenges. The main character is a child in a developing country who must go through obstacles to meet a need, such as finding clean water. The name of the game, "Sixth," refers to the one-sixth of the population in developing countries that live in slums.
Todd Bryant

Sleep Is Death (Geisterfahrer) - 2 views

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    I'm trying to figure this out - two people play it, and the recording is the basis of a story?
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