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There is an interesting stand off between games and education. Because so many people discuss the pros and cons of games I thought that it might be good to gather the resources in one place where everyone can access them.
A computer game is a game composed of a computer-controlled virtual universe that players interact with in order to achieve some goal. A video game (or videogame) is a computer game where the player is given feedback through a video display.
Generally, "computer game" refers to games played on a personal computer while "video game" refers to games played on a video game console. Both "computer games" and "video games" are frequently used as umbrella terms for interactive game software. To avoid ambiguity, personal computer and console games are referred to as "computer and video games".
At a higher level.. how can we harness , use, create games for use in education?
How do we get teachers to accept them?
Some say that computer game play is at once an intense media experience of interaction with flows of images, sound and action, and a cybernetic feedback loop between software, hardware, bodies and brains. Why is this not one of the ways we
use to teach?
The common experiences of compulsion and immersion that characterise computer game play have yet to be adequately theorized: what are the distinct pleasures (and anxieties) engendered through play with computers?
How can we theorize agency in these technological networks and gameworlds animated by artificial life, virtual physics and computer-controlled entities as well as human players?
How do we make the links to academic subjects?
eLearning , using electronic media and the power of networks-primarily those based on Internet technologies but also satellite-based networks-and digital content to entable more efficient, personal, effective and engaging learning?
How can we make use of this in classrooms?
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Count Us In
Bonnie Bracey Sutton | February 03, 2006
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Count Us In - The games on this Web site are geared to younger children, with fancifully-illustrated exercises to help them grasp basic number concepts. Addition, subtraction, and number recognition are conveyed through cartoons of everyday activities such as bowling, boarding a bus, and... |
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Visual Definition of Serious Games:
Bonnie Bracey Sutton | June 17, 2005
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Visual Definition of Serious Games:
http://www.devicepoint.com/SGAME1.jpg
More:
Serious Games-Nano-Bio-Info-Cogno-Enviro
http://www.devicepoint.com/SGAME2.jpg
San Antonio and Serious Game Builders (PROPOSED)
http://www.devicepoint.com/SGAME3.jpg
Houston and Serious Game Builders... |
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Speculative Search Engine
Bonnie Bracey Sutton | April 09, 2005
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A game where you predict which web pages will rank more highly on Google in the future!
Intro The game output will be used to build a Speculative Search Engine that ranks those web pages more highly today. |
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"Computerised Tutor Support Systems: the tutor's role, needs and
Bonnie Bracey Sutton | April 09, 2005
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| The first
reference addresses the teacher's role (Les's point 3) and the second the
role of the software (Les's point 4) Unfortunately I do not have these
documents on line (only the abstracts).
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Simulation: Virtual Business Experience
Papers
• Chalk and cheese?:... |
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gameLab
Bonnie Bracey Sutton | April 07, 2005
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gameLab is a game development company based in New York City, founded by Peter Lee and Eric Zimmerman in 2000. Our staff of 12 designers, programmers, and producers creates smart, innovative, high-quality games that appeal to a broad audience. gameLab specializes in singleplayer and... |
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