One of the exciting things that leaps out to me when reading the new Common Core standards for Mathematics is that the spirit of inquiry and curiosity is back, hardwired into a document that will likely form the basis for mathematics teaching and...
Last week’s Freeplay Independent Games Festival in Melbourne served as a reminder that videogames – all videogames – are culturally significant.Freeplay, which gives people from Australia’s videogame…...
Inflation can be a headache for any central banker. But it takes a certain type of economist to know what to do when a belligerent spaceship fleet attacks an interstellar trading post, causing mineral prices to surge across the ...
Gaming used to challenge students through real-world, problem-solving situationsPhys.OrgOne of Barab's projects, titled "Using a game-based curriculum to achieve academic success," places users in a virtual environment that challenges them to find...
by Michelle A. Hoyle, Open University, UK Introduction My name is Michelle A. Hoyle. I’ve been teaching in higher education since 1995 and I’ve been at the Open University since 2000, working in distance education.
Many teachers consider video games the antithesis of education. Boys especially are drawn in at the exclusion of all other interests (girls tend to be obsessed with social networking). But games can teach us a lot about learning.
A transmedia campaign is only as good as its co-creators. Many originators—filmmakers, authors, musicians—are excellent at their art form, understanding how to use the medium to its best potential. Instead of forcing them to fumble through new and unknown platforms, it is much better to partner with creators who hold an expertise in those areas. These co-creators can advise and produce excellent extensions, fully utilizing the benefits of other platforms.
Co-creations can assist in other ways as well. Partnerships allow for budget sharing, spreading out the costs to allow for larger projects than the musician or record label may have been able to shoulder on their own. If these are innovative endeavors, with partners of significant clout, sponsorships are an additional possibility, allowing a third party to take on part or all of the budget in exchange for some branding or a few moments with the users.
This is the origins of Soundplay, a collection of browser-based games inspired by music. Pitchfork, a music website, partnered with Intel to commission independent game developers to create games for specific songs, often from albums that were about to be released. The games were produced by Pitchfork’s sister site, Kill Screen, a blog about videogame culture. The games range from very literal to totally abstract interpretations, acting as portals into new worlds for fans to explore the songs from the inside out.
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