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Greg Relaford

edurealms.com - Where gaming and education converge. - 0 views

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    Over the past two years I've been approached by several people from around the world inquiring about our World of Warcraft in School Project. Yet, despite the numerous contacts, I'm only aware of two other schools/school systems who've started similar projects. Of course, there are many potential barriers from costs to people-barriers. Craig Lawson (@midlawsondle) and I have worked over the past year to create a full-year, standards-aligned language arts course that is based on World of Warcraft. We have several goals in doing so: 1. We want to demonstrate that there is value in considering commercial, off-the-shelf games for curricular integration. 2. We want to share our work with anyone else who might take it on, and in doing so, expand the network of educators who are exploring the potential that games like this hold for the classroom. 3. We want to create a model (using the term loosely, here) upon which similar projects, perhaps using other games might be built. 4. We hope that others will look at the work and expand on it, improve it, and share it. 5. We want to show that, "Yes! You can do this."
Greg Relaford

WoWinSchool / FrontPage - 0 views

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    This is a collaborative workspace for the development of instructional items for the use of the MMORPG, World of Warcraft, in a school setting. Please take a moment to explore the various sections of the site and if you would like to contribute, please email Lucas Gillispie at lucas AT edurealms.com. The original focus of this project was to develop a curriculum for an after school program or "club" for at-risk students at the middle and/or high school level. This program would use the game, World of Warcraft, as a focal point for exploring Writing/Literacy, Mathematics, Digital Citizenship, Online Safety, and would have numerous projects/lessons intended to develop 21st-Century skills. Because of the success of the first year's implementation as an after school program, the program is now being implemented as a language arts elective for middle schoolers designed to provide enrichment for students at all levels. All project materials, including a fully-developed language arts course, aligned to middle grades standards, will be made available under a creative commons license upon completion. The goal is to not only demonstrate the viability of game-based learning using commercial games, but to also provide a foundation or template upon which similar projects can be built.
Greg Relaford

BreakAway, Ltd - Award-Winning Developer of Numerous Real-Time Strategy Games and Techn... - 0 views

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    BreakAway, Ltd. is a leading developer of entertainment games and game-based technology products. We create entertainment experiences that enable people to master skills and concepts in virtual worlds, and transfer this expertise to develop tools that provide game-based solutions for real world problems. BreakAway is changing the way people explore ideas, make decisions, teach and learn, and live their lives.
kathleen johnson

Game Change Rio Interactive Model - System Dynamics - 0 views

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    Game Change Rio is a great way to understand the interconnected complexities facing our planet today. Based on a huge array of real-life data, players can explore the countless ways we can ruin our world or save the planet. Once more of us begin to understand the issues involved, we have a better chance of changing the game.
Greg Relaford

About the site - 0 views

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    This arcade is a portal to games and interactive activities focused on ocean and air themes. It highlights the science and the activities of the National Oceanic and Atmospheric Administration (NOAA) and other agencies and organizations promoting environmental stewardship. WaterLife: Where Rivers Meet the Sea This serious game is based on the ecosystem of a United States west coast estuary and follows a human, Valerie, as she encounters Oscar the sea otter, and the Claminator, a geoduck clam. The friends are challenged to learn about the factors that produce healthy estuaries, food webs, and why estuaries are essential to ocean life and to humans.
Greg Relaford

Reviews and Ratings for Family Movies, TV Shows, Websites, Video Games, Books and Music - 0 views

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    Is your kids' privacy protected online? Everything your kids do online creates an information trail. Something that happens on the spur of the moment -- a funny photo, an angry post -- can resurface years later.
Vicki Butler

Science Games By Marjee - 1 views

shared by Vicki Butler on 29 Jun 10 - Cached
Greg Relaford

ARToolKit Home Page - 3 views

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    ARToolKit is a software library for building Augmented Reality (AR) applications. These are applications that involve the overlay of virtual imagery on the real world. For example, in the image to the right a three-dimensional virtual character appears standing on a real card. It can be seen by the user in the head set display they are wearing. When the user moves the card, the virtual character moves with it and appears attached to the real object.
Greg Relaford

GoodPlay | The GoodWork Project - 1 views

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    Research Profile: The GoodPlay Project With support from the MacArthur Foundation, the GoodPlay project explores the ethical character of young people's activities in the new digital media. We seek to understand how young people conceptualize their participation in virtual worlds and the ethical considerations that guide their conduct. We are exploring five themes which we believe are salient in the digital age, with implications for ethics-identity, privacy, ownership and authorship, credibility, and participation. In the first phase of our project, we studied youth ages 15-25 who participate in online games, social networking sites, and other online communities. Our methods included in-depth interviews and the posing of ethical dilemmas. Based on this research, and in collaboration with Project New Media Literacies, we developed classroom exercises to encourage high school-aged youth to reflect on the ethical implications of their online activities. In the current phase, we are studying the ethical perspectives of youth ages 10-14 and of influential adults in young people's lives. We are also studying "good participation," focusing on youth who use digital media to facilitate the achievement of civic and political goals.
Greg Relaford

Project Zero - 1 views

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    Project Zero is an educational research group at the Graduate School of Education at Harvard University. Project Zero's mission is to understand and enhance learning, thinking, and creativity in the arts, as well as humanistic and scientific disciplines, at the individual and institutional levels.
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