iCivics | The Democracy Lab - 3 views
Library of Funded Projects - 1 views
Library of Funded Projects - 2 views
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."
-
you learn to learn
Bum Lee / De-Animator - 1 views
iPad for games and .edu - 4 views
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...
ilomilo: Southend's gorgeous storybook platformer for Xbox Live - Boing Boing - 1 views
-
XBox 360 game, visual
-
Wish we had an Xbox
-
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.
Games, Maps and the Brain - 3 views
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.
The Imagination Age: Global Collaborative Storytelling Game - 2 views
Sleep Is Death (Geisterfahrer) - 2 views
« First
‹ Previous
421 - 440 of 551
Next ›
Last »
Showing 20▼ items per page