Skip to main content

Home/ HGSET545/ Contents contributed and discussions participated by Jennifer Jocz

Contents contributed and discussions participated by Jennifer Jocz

Jennifer Jocz

Parliament playing games with taxpayers' cash | The Linc - 0 views

  •  
    A video game is being created in the UK "that will engage and immerse young people in learning about democracy and the role of Parliament in scrutinising the government, representing the public, and making laws."
Jennifer Jocz

The Pokémon Generation - 5/1/2010 - School Library Journal - 0 views

  •  
    Can Pokemon be used as a teaching tool?
Jennifer Jocz

GAME THEORY - Page 1 - News - New York - Village Voice - 0 views

  • "Sports for the Mind" teacher Al Doyle says his class helps students learn "systems thinking," understanding the relationships of parts to wholes.
  • When the students design their own games, they must incorporate the components of a system: goals, rules, and stakes. Eventually, says Doyle, students will learn the more complex aspects of a system, such as choice and balance, and build those into their games
  • The premise of using video games to engage students in advanced thinking is drawing more advocates.
  •  
    One school using video game design to engage students.
Jennifer Jocz

University World News - US: Women gain in science while video games hold back boys - 0 views

  • accounted
  • Last year, Iowa State University researcher Douglas Gentile published a survey of American 8-to-18 year-olds which found 12% of boys were video-game addicted, having at least six symptoms out of 11, similar to a scale for gambling addiction. Yet only 3% of girls were video game addicts.
  • Robert Weis and Brittany C Cerankosky of Denison University measured a group of boys' academic baseline achievement and surveyed their parents and teachers as well. They then gave half the boys video-game units. Boys receiving the video-game stations experienced an academic nosedive. The control group of boys without video games continued with solid schoolwork.
  •  
    Although this study is just correlative, it still poses some interesting questions about video games and academic achievement.
Jennifer Jocz

Why Everything Is Becoming a Game - 1 views

  • Over the last year, he started grading two of his classes (both involved with game design) using a system based on “experience points,” or XP, similar to the way gamers in World of Warcraft and other massively multiplayer games award points for various tasks. Students started the year at level one, with zero XP, and then gained points — and higher grades — by completing “quests” and “crafting,” which corresponded to giving presentations and doing exams and quizzes. Students also formed “guilds” similar to the gaming groups that rule WoW and other multiplayer games. Sheldon says that his students seemed far more engaged than they had been before.
  • The bottom line is that good games take advantage of people’s innate desire to compete with each other, but balance that with their need to receive rewards, including the approval of their peers — rewards that in some cases can be used to modify their behavior in certain ways. T
  •  
    Interesting article about how certain features of video games (gaining experience points, forming guilds, etc.) are being incorporated in unexpected ways in our lives.
Jennifer Jocz

Seeking Philanthropy in MMOs and Online Gaming :: ZAM - 1 views

  • This Wednesday, McGonigal is launching Urgent Evoke, a new MMO-ARG (Alternate Reality Game) hybrid that she hopes will "help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most urgent social problems," according to the official blog. The upcoming game offers players the chance to earn tangible rewards—scholarships and venture capital, for example—by performing real-world "quests" like volunteer work and career-building tasks. The concept might not seem that enticing to conventional gamers, but it's an early, real-world application of what McGonigal believes social gaming can help achieve.
  •  
    Can video games help change the world?
Jennifer Jocz

Not Just Fun and Games -- Campus Technology - 0 views

  • He said playing the games allows students to dig down into the layers of information being put in front of them while playing, and in "real life," where students regularly partake in exercises like determining the reliability of scholarly journals and Web sites.
  •  
    An example of how video games are being used in higher education
Jennifer Jocz

Destructoid - The convergent futures of music games and higher education - 0 views

  • "So I don’t see games as having the power to completely change music purchasing, rather they will expand economic opportunities for music creators and fans in ways we’re just beginning to understand. Games are already expanding the variety of music people are exposed to and are therefore likely to want to purchase and own, as well as the places and circumstances under which this mutual reinforcement takes place."
  • The games have certainly increased the number of young people interested in pursuing musical activities in many ways; just ask any guitar instructor or owner of a musical instrument store.
  • "While there are now many studies showing links between gaming and learning -- for kids and adults -- to date there have not been many rigorous examinations of their relationship to music education, although there is plenty of anecdotal evidence of their mutual reinforcement. Remember that musical training isn’t solely about scales and correct finger placement; rhythm, song structure, key changes, lyrics, genre styles, etc. are all elements of a musical education, and playing along with songs on Rock Band absolutely aids in the development of the awareness of these elements."
  •  
    Interesting article discussing music games, including how they can influence the types of music people listen to and whether they can affect interest in learning and appreciating music.
Jennifer Jocz

Can avatars change the way we think and act? - 4 views

  • "The bottom line is that we have to have more education in society, particularly showing students stereotypes that exist in media and why they exist."
  •  
    One study showing how the use of realistic avatars can influence people to exercise or eat better and can influence they way they view women.
Jennifer Jocz

The Tartan Online : Playpower offers video games, skills to youth internationally - 0 views

  •  
    providing educational games for children in developing countries
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."
  •  
    One professor's take on why computer games should be used to assess students
Jennifer Jocz

News: 'The Warcraft Civilization' - Inside Higher Ed - 0 views

  • Seen as an educational experience, World of Warcraft does not belabor any one perspective, but offers people experiences relating to real social issues in a manner that encourages them to reach their own conclusions.
  • WoW does not indoctrinate people, but it allows people with a diversity of viewpoints to explore realms that are meaningful to them.
  •  
    What one professor learned from playing World of Warcraft for 2,300 plus hours.
Jennifer Jocz

Generation 'Text': FB me - CNN.com - 0 views

  • Older teens and Net Geners spend more than 20 hours per day using media. This is accomplished not by not sleeping but with considerable multitasking, which peaks at seven simultaneous activities for older teens.
  • preferred media choices differ dramatically across generations: For children, it's television; for tweens, it's video games; for teens, it's texting and social networking; and for Net Geners and Gen Xers, it's being online. And for Boomers, it's, of course, back to television.
  •  
    interesting article discussing the difference in media choices across generations and the ramifications of these differences
Jennifer Jocz

Epoch Times - UCLA to Research Education Uses of Social Networking Sites - 0 views

  • The school is partnering up with Health Net of California to tap into social networking sites in order to inform teenage users how to effectively use health care.
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

Teens prefer reading news online to Twitter | Media | guardian.co.uk - 0 views

  • Some 62% of US internet users aged 12 to 17 are going online for news and political information or find out about current events
  • the decline in blogging among teens and young adults is striking as it looks like the youth may be exchanging "macro-blogging" for microblogging with status updates.
Jennifer Jocz

8th-graders, get ready now | IndyStar.com | The Indianapolis Star - 0 views

  • Several free online resources can help inspire academic achievement and the development of good study habits.
  • the ACT's researchers found, "The level of academic achievement that students attain by eighth grade has a larger impact on their college and career readiness. . . than anything that happens academically in high school.
  • these Web sites also can be used by mentors, youth workers and educators to prime middle-schoolers for college readiness, access and success.
  •  
    This article lists some free online resources 8th gradel students can use to learn about college and careers
Jennifer Jocz

Textbook Firms Ink E-Deals For iPad - WSJ.com - 0 views

  • a recent Kaplan study showed that students remain big fans of printed books but that they would be more receptive to e-textbooks on portable digital devices.
  • he iPad's lower-than-expected entry-level price of $499 will interest schools, but some of them may not be able to purchase the device right away if they've already purchased netbooks.
  •  
    Some major textbook publishers are adapting their textbooks and other resources for the iPad and other digital devices.
Jennifer Jocz

Students to Help Teachers Better Use Tech - 2/1/2010 - School Library Journal - 0 views

  • Microsoft and the Corporation for National and Community Service has launched a new initiative that empowers middle and high school students to help teachers and staff better integrate tech into schools.
  • Called START (Service & Technology Academic Resource Team), the program will combine five existing projects such as GenerationYES!, in which students help teachers come up with compelling assignments using technology, and MOUSE, where students act as tech support in schools, and bring them together under one umbrella.
  • the program is a unique way of incorporating science and technology into service, providing students with a way to give back to their school community and giving them a taste of actual work in that field.
  •  
    A new program will allow students to help their teachers better integrate technology in the classroom. As mentioned in the article, this will help students develop technology and critical thinking skills along with communication and service learning.
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.
  •  
    What i found most interesting about this article was the idea that the popularity of Facebook games has caused a "technological step backward"
1 - 20 of 23 Next ›
Showing 20 items per page