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Jennifer Jocz

Computer games should be used to assess pupils' ability instead of traditional tests - ... - 1 views

  • games provide information when it is needed, rather than all at once in the beginning, and also provide an environment that is "pleasantly frustrating" because the tasks are challenging but achievable.
  • "We tend to teach science, for example, by telling you a lot of stuff and then letting you do science. Games teach the other way. They have you do stuff, and then as you need to know information, they tell it to you."
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    One professor's take on why computer games should be used to assess students
Lisa Schnoll

EdNET Insight | The Evolution of Games in Educational Publishing - 0 views

  • On a marketing level, barriers to access have largely disappeared. In the old days, games were played on CD-ROMs, and few classrooms had computers. When Internet-delivered games first came out, schools had inadequate bandwidth, they struggled with administrative permissions issues, and there were not enough computers to go around. Now, computers are ubiquitous, broadband is standard, and permissions controls have been mastered.
  • k one rea
  • is that gaming can be a powerful medium for this kind of learnin
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    This is a nice article expressing one opinion on where games in educational publishing is going!
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
  • The South Korean government estimates that the country has 2 million citizens addicted to the Internet
  • Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet café playing the role-playing game Prius Online
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  • 22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
  • Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
  • Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
  • The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
  • Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
  • We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
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    This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
Uly Lalunio

'Dull' teaching damaging video games industry - 1 views

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    "Leading figures from the UK video games industry have criticised the teaching of computer studies in schools, claiming it puts pupils off from pursuing computer science degrees at university..."
Kiran Patwardhan

Hands Up! It's game on in the classroom - 1 views

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    Hands Up! It's game on in the classroom Digital New Zealand report finds 7 out of 10 parents use computer and video games as an educational tool Auckland, 30 April 2012 - New Zealand parents are increasingly embracing computer and video games as an educational tool, according to the latest research commissioned by the Interactive Games & Entertainment Association (iGEA).
Tracy Cordner

ScienceDirect - Computers & Education : Computer game development as a literacy activity - 1 views

  • Both groups studied the same curriculum unit over a 10 week period, however, in addition the experimental group developed computer games related to the unit using a game development shell.
  • game development helped improve student content retention, ability to compare and contrast information presented, utilize more and different kinds of research materials including digital resources, editing skills, and develop an insight into questioning skills
Tracy Cordner

ScienceDirect - Computers & Education : Computer support for learning mathematics: A le... - 0 views

  • The IIRM are educational software components, specializing in mathematical concepts, presented through recreational mathematics, conceived as interactive, recreation-oriented learning objects, integrated within the environment.
  • instant messaging, chat rooms, and multi-player math games
  • Mexican high-school students
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    Research paper on "recreational learning objects" in this case a math-based computer game, which was shown to increase motivation in Mexican high schoolers.
Kiran Patwardhan

Computer game 'controlled by eye' - 0 views

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    Children who cannot use a mouse or keyboard can play computer games using their eyes Computer games which can be controlled by eye movements are being developed by researchers at a UK university.
Chris McEnroe

Study touts benefits of a 'wired' classroom - 1 views

  •  Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom? File photo.Photograph by: CHARLES PLATIAU , ReutersMONTREAL — Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom?"There have been lots of arguments, both pro and con, regarding this issue, (such as) is it worth the investment?" said professor Richard Schmid, chairman of the education department at the Montreal-based Concordia.Their literature review involved looking at thousands of studies and comparing achievement in classrooms that used computer technology with those that used little or none.The 40-year retrospective study, published in the Review of Educational Research journal, concluded that classrooms where computer technology was used to support teaching had a "small to moderate positive" effect on learning and attitude.If an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older
  • f an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older applications, he sai
  • under what circumstances positive effects are observed
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  • he technology is used solely as a content provider — for example, if iPads are used as alternatives to books — then there won't be any positive change,
  • Where technology does have a positive impact is when it actively engages students, when it's used as a communication tool, when it's used for things like simulations or games that enable students to actively manipulate the environment
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    Report on a study whose findings support not just technology in the classroom as a wise investment, but support it only if used in particular ways.
Stephanie Fitzgerald

Solve for X: Adrien Treuille on collaborative science - YouTube - 3 views

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    This ten-minute video uses the protein-folding game FoldIt and another crowdsourced science game called EteRNA as examples. Speaker Adrien Treuille (from CMU) talks about rewards in these types of crowdsourcing games starting around 5:50. He envisions scientific discovery, software development, product design, and societal change being "solved" in the future through a platform that allows for finding, engaging, and paying people at a very individual level: "Find Me, Engage Me, Pay Me."
Jackie Iger

Harnessing Gaming for the Classroom - NYTimes.com - 1 views

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    An interesting article that discusses the highlights of the Learning Without Frontiers conference, which took place in London last week. One such highlight--a professor of neuroscience at Bristol University addressing the neuroscience behind engagement with video and computer games.
Kasthuri Gopalaratnam

Videogames for the Blind? - The Daily Beast - 1 views

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    Two years ago, Bijani finished designing the world's first combat flight simulator for the blind: It is called Three-D Velocity, and it is now hugely popular. Gamers say it takes entertainment for the blind to the next level. Three-D Velocity sells for $43.99 on Bijani's website, and it has been downloaded more than 11,000 times since it first launched. All for a game with no graphics, on a computer screen that is blank, except for the name at the top. It's widely regarded as one of the best "audio games" on the market.
Brie Rivera

Video Games For The Visually Impaired -- Electrical And Computer Engineers Develop Comp... - 0 views

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    "Everything that happens in the game has two components -- the visual component where you can see what's going on, and then there is the audio component where you can also hear what's going on"
Soomi Hong

University of Houston students take environmental video games to national competition -... - 1 views

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    "Two teams of computer programmers from the University of Houston are being honored in a national competition. They created a couple of video games designed to entertain and educate."
Kiran Patwardhan

CU-Boulder nets $1.5 million NSF grant to continue video game design research - 0 views

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    The University of Colorado Boulder exceeded its own researchers' expectations with its iDREAMS Scalable Game Design Summer Institute, and that success has been rewarded with a new $1.5 million grant from the National Science Foundation. CU-Boulder researchers are tracking how video game design engages students in computational thinking and STEM simulation design.
michele_rigolizzo

Learning the art of creating computer games can boot student skills - 1 views

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    Using game creation as a teaching tool
Jennifer Jocz

Spore: What happened? - Plugged In - Yahoo! Games - 2 views

  • “I don’t think the game was designed to keep the interest of a real gamer – and it was probably too hard to relate to for someone who was more casual,” says Michael Pachter of Wedbush Securities.
Jennifer Jocz

How 'Avatar' may predict the future of virtual worlds | Geek Gestalt - CNET News - 0 views

  • After Second Life took the world by storm in 2005 and 2006, introducing many to a 3D environment in which they could create nearly anything they wanted, there hasn't been a major next step forward.
  • One could argue that virtual worlds have even taken a technological step backward, as most of the energy in the space these days is being put into building 2D Flash worlds for kids, or Facebook games played by the masses. It's big business, but hardly cutting edge.
  • The biggest danger at the moment for those who want to see rich, 3D virtual worlds take off right away is the massive popularity of social networks like Facebook and Twitter.
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    What i found most interesting about this article was the idea that the popularity of Facebook games has caused a "technological step backward"
Kasthuri Gopalaratnam

Why Minecraft is more than just another video game - 0 views

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    Teacher Joel Levin has seen the positive effect Minecraft can have on relationships among schoolchildren - especially on those who would otherwise be dismissed for being too geeky. "Suddenly those computer skills become transferable into social capital," he says. Mr Levin is the co-ordinator of Minecraftedu which was set up to show how the game can be used in classrooms. About 1500 schools are now using it as a teaching aid and not just in computer science lessons.
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