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anonymous

Games of Empire: Global Capitalism and Video Games [books] - 1 views

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    In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.
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    Sounds good. Have you looked into it yet?
anonymous

Futurelab - Projects - Serious Games in Education - 0 views

  • This project aims to identify and document the usage, definition, and as far as possible pedagogy of serious games. That is, games where the educational goal takes precendence in training outside of the school education system.
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    This project aims to identify and document the usage, definition, and as far as possible pedagogy of serious games. That is, games where the educational goal takes precendence in training outside of the school education system.
anonymous

Ian Bogost - Art History of Games: Video - 1 views

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    "Back in February, Georgia Tech Digital Media and SCAD Atlanta held the Art History of Games conference, which I organized along with Michael Nitsche and John Sharp. We had an amazing group of speakers as well as an opening for three commissioned games"
anonymous

The WoW Factor -- THE Journal - 0 views

  • For a growing group of educators, the online role-playing game World of Warcraft is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way.
  • "Does anyone know where to find best practices for a unit on reptiles?"
  • Vyktorea herself belongs to Catherine Parsons, assistant superintendent for curriculum, instruction, and pupil personnel services for Pine Plains Central School District in New York state. Parsons is the founder of this "guild"-- a community of game players with a shared interest. Called Cognitive Dissonance and populated entirely by educators from both K-12 and higher education, it meets regularly in WoW's elaborate, monster-laden fantasy adventure world, where members play, share ideas, and explore possible instructional crossover. Parsons created the guild two years ago and now runs it with help from Sandy Wagner, director of technology for New York's Auburn Enlarged City School District.
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  • "Cognitive Dissonance represents for me the moment when you realize your perspective may not be the only one, or what you knew before might not be true or may need to evolve or change based on the new information you have gathered," Parsons says. "For many, the idea that video games might represent some analogy to an effective learning structure, or that there might just be something to using video games in the classroom, is one some educators might consider 'nontraditional.' So what better name than Cognitive Dissonance-- the uncomfortable feeling caused by holding two contradictory ideas simultaneously."
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    For a growing group of educators, the online role-playing game World of Warcraft is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way.
anonymous

15 Minutes of Fame: Learn to game, to game to learn | Educators in WOW - 0 views

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    "We've spoken with other groups of academics who band together in guilds, and they don't always progress very far or become truly embedded into WoW's player culture. Is Cog Diss actively raiding? "
anonymous

Why playing in the virtual world has an awful lot to teach children | Technology | The ... - 0 views

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    "A YouGov poll has suggested that computer games can damage children's ability to communicate, but Tom Chatfield argues that gaming imparts a range of new, vitally important skills"
anonymous

What Americans Do Online: Social Media And Games Dominate Activity | Nielsen Wire - 0 views

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    "Online games overtook personal email to become the second most heavily used activity behind social networks - accounting for 10 percent of all U.S. Internet time. Email dropped from 11.5 percent of time to 8.3 percent."
anonymous

FRONTLINE: digital nation: virtual worlds: video games: inside pro-videogaming | PBS - 0 views

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    "Professional online video gaming is huge in Korea. We follow a top StarCraft player to a big match in Seoul."
anonymous

Charlie Brooker: why I love video games | Technology | The Guardian - 0 views

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    "Don't play video games yet? Then it's time to get with the program - just try not to jab the console too hard"
anonymous

Jane McGonigal: Gaming can make a better world | Video on TED.com - 0 views

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    "Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how."
anonymous

Hate Speech in Online Games - 0 views

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    It's an introduction to what many of us have either experiences first hand, have friends who've experienced abuse online, or we have read stories about it. The article notes that game developers are trying to crack down on it:
anonymous

WoWinSchool / Writing and Literacy Lessons - 0 views

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    Design a quest chain, based on your experience with other quests in the game. The chain must involve at least two different areas in the zone and have at least five steps. Write all the dialogue that the NPCs involved in the quest would say. Make sure you indicate the quest requirements and the steps involved in the quest. You can research quest chains using one of the online quest helper databases like WoWWiki, Thotbott, etc.
anonymous

WoW in schools - after school program success | LiveScience - 0 views

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    "Constance Steinkuehler, an educational researcher who organized an afterschool group for boys to play, for educational purposes, the massively multiplayer online role-playing game."
anonymous

Public Google Doc: WOW_Learning_Value: Repurposing game structures for the classroom - 0 views

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    I created this spreadsheet in order to track insights about aspects of MMO game play (example is WoW) that might be reconfigured or repurposed as classroom/school learning structures. The object here is not to necessarily use WoW in school but examine which elements of gameplay translate into new and unique learning experiences online or off. PLEASE ADD YOUR COMMENTS TO THE DOCUMENT!
anonymous

Cyberpigs game teaches kids about privacy, identity online | Privacy Playground - 0 views

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    The purpose of the game is to teach kids how to spot online marketing strategies, protect their personal information and avoid online predators.
anonymous

YouTube - PCS Games In Education - 0 views

shared by anonymous on 17 Jun 10 - Cached
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    Edelmira Segovia, Doctoral Student at UNCW's Watson School of Education interviews Lucas Gillispie, Instructional Technology Coordinator for Pender County Schools about video games in education and the plans to integrate World of Warcraft into an after-school program focusing on literacy, mathematics, digital citizenship, and 21st-Century skils.
anonymous

FRONTLINE: digital nation: virtual worlds: video games: starcraft training | PBS - 0 views

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    In Korea, we visit a pro StarCraft team's training room and see what the players do in their spare time."
anonymous

Race, class, gender, sexuality: Resources for critical analysis of games/gaming - 0 views

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    "Below is a list of selected reading materials that are helpful to understanding the culture here at The Border House. This is not a comprehensive list of great anti-oppression blogs (of which there are many!), but a collection of mostly 101-geared articles and communities that should be helpful to people new to these topics."
anonymous

The Escapist : What if the Player is Black? - 0 views

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    "I have witnessed my own son trying, and failing, to find a character that looks like him. Everyone with his father's Caribbean accent is a bad guy. And he can only make Daddy in a game if Daddy wants an afro, dreads or corn rows."
anonymous

City Brights: Howard Rheingold : Twitter Literacy (I refuse to make up a Twittery name ... - 0 views

  • You need to hang out for minutes and hours, every day, to get in the groove.
  • You are responsible for whoever else's babble you are going to direct into your awareness.
  • ou don't have to be a professional writer to think about publics
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  • Anyone who publishes a blog knows that they are not simply broadcasting to a passive audience – blog readers can comment, can link back, can criticize and analyze, and in many instances, can join the blogger in some form of collective action in the physical world.
  • Few people follow exactly the same people who follow them
  • Developing the ability to know how much attention and trust to devote to someone met online is a vitally important corollary skill. Personal learning networks are not a numbers game. They are a quality game.
  • it's an ecology in which communities can emerge.
  • the ability to follow searches for phrases like "swine flu" or "Howard Rheingold" in real time provides a kind of ambient information radar on topics that interest me.
  • to me, successful use of Twitter comes down to tuning and feeding. And by successful, I mean that I gain value - useful information, answers to questions, new friends and colleagues - and that the people who follow me gain value in the form of entertainment, useful information, and some kind of ongoing relationship with me.
  • You have to tune who you follow
  • I learned from master educators on Twitter that growing and tuning a "personal learning network" of authoritative sources and credible co-learners is one of the strategies for success in a world of digital networks.
  • Everyone has a different mix of these elements, which is part of the charm of Twitter. My personal opinion is that I need to keep some personal element going, but not to overdo it
  • Returning to my use of the word literacy to describe both a set of skills for encoding and decoding as well as the community to which those skills provide entrance
  • Whatever you call this blend of craft and community, one of the most important challenges posed by the real-time, ubiquitous, wireless, always-on, often alienating interwebs are the skills required for the use of media to be productive and to foster authentic interpersonal connection, rather than waste of time and attention on phony, banal, alienated pseudo-communication. Know-how is where the difference lies.
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    The difference between seeing Twitter as a waste of time or as a powerful new community amplifier depends entirely on how you look at it - on knowing how to look at it.
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