Who is really behind that character in the game you're playing? Check out the comments in this blog entry to find out a little about the players and how they connect to their characters, or don't connect!
Game-based learning scholar Kurt Squire explores how leveraging young people's interest in gaming could encourage greater youth community involvement and deeper connections to civic and political life.
Video about how video games can promote/provoke youth to think more critically about their world outside video games, become involved in their communitites in different ways and also about education and its role with this process.
Are serious games the classroom tool of the future? Is the future already here?
Calling for a change in how education in schools happens directly related to new technologies. Also an interesting use of serious games- what are they? What makes them serious? Who is serious about them? etc...
Prof at Wisconsin U doing lots of research and teaching about the pluses and minuses of video games, learning and youth culture! THis link is to her blog which includes links to her courses, her research lab and the UW-Madison Games+Learning+Society program.
National design competitions and penguin avatars are helping youth see success in math, coding and computational thinking.
How video games are creating spaces for students to be creative, engaged with game design and learn STEM subjects. The last line is particularly interesting- the author writes about how children who are born into screen culture can use gaming to improve in STEM subject areas...I would like to see how these kinds of strategies and contests could go beyond STEM.
From last year's ISTE talk by Adam Bellow that's making the rounds again: The new "F" word is Fear. Fear of using technology in schools, in the hands of kids. Here's why that should change.
These rules are for technology in general. I am curious as to the similarities in the "rules" that would be created for video games. Three descriptors of how technology should be incorporated into schools, taken from the article are: ubiquitous, necessary and invisible. When one considers video games, what words should/could be used? Ubiquitous seems to fit some students' experiences, but not all. Is it fair to generalize about all technological devices?
Video game player as an athlete... what does that mean? Short answer he gets into the USA on a visa for five years. Long answer- how does one's skill in-game become recognized IRL and get an "athlete" label? What other labels could be used?
Valve By Andrew Miller Video game company Valve is going deep into the education world with a new initiative using Steam, their free online game pla
For those people often asking which games exactly should I be using with each particular subject I teach...here's a suggestion- Portal! Ideas for subject-specific activities are listed as well as how to add your own.
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