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  Games: Research

Gaming and Leadership Report
http://tinyurl.com/3ac5hr
Gaming and Leadership Report
Studying management practices in online games
Virtual Worlds, Real Leaders
Online games put the future of business leadership on display
"Management fads and business leadership books come and go. But the Internet, and the changes it is forcing upon business managers of all stripes, is here to stay.
The days of closely knit teams working on long-term strategy in close quarters are gone, replaced by virtual teams that constantly reinvent the business in multiple time zones the world over. And the business world is in desperate need of a new model for leadership befitting the Internet Age."
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Grading with Games
http://www.edutopia.org/james-gee-games-learning-video
Grading with Games: An Interview with James Paul Gee (video)
An Arizona State University professor sees a bright future for video games in the learning process -- in and out of school.
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Gaming and Learning in Second Life!
http://groups.google.com/group/gaming-and-learning-in-sl
Gaming and Learning in Second Life!
Mission Statement
To focus and catalyze global efforts of gaming for learning.
Vision Statement
Support, collaborate, discover, explore, design and develop cutting edge applications for learners, educators, commercial ventures, and organizations to harness, promote, and implement gaming for the purposes of intentional and incidental learning in Second Life® at any level or in any field of practice.
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Computer games in education (2007) pdf file
http://tinyurl.com/4ro6fw
Computer games in education
Can computer games go to school?
Why the interest in using computer games for learning?
BECTA Report (UK)
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Circumstances for games in education to work
http://http://tinyurl.com/54fk6q
The right circumstances for games in education to work
That games in education “work” is without question. When used properly, games can uniquely motivate, teach, and encourage our students. If you really use games effectively, you can motivate poor performing or under-performing students; you can help bright students ask important questions and relevant questions about themselves and their world; you can help gifted kids simulate highly complex systems.
However, it is not simply a matter of sticking a kid in front of a computer game and hoping for the best. There are a specific set of circumstances which must coalesce in order for games to work.
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Computer games for education
http://www.futurelab.org.uk/resources/other_resources/video/Video832
Computer games for education
This video gives an overview of why Futurelab is interested in computer games for learning, what commercial games offer to the classroom, and how games can be developed specifically with education in mind.
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Educational Games Research (Blog)
http://edugamesblog.wordpress.com/
Research and discussion concerning instructional video games.
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Slaying Myths About Video Games (Part 1
http://www.techlearning.com/story/showArticle.php?articleID=196604665
Slaying Myths About Video Games (Part 1)
.... after a few weeks something about the underlying structure of the game began to look very familiar. When you look past the Orcs, Gnomes, and other fanciful inhabitants and elements, you find Blizzard has built an elegant and engaging learning management system.
WoW does an outstanding job of guiding players to their zone of proximal development and provides a neverending stream of feedback and fresh challenges while leaving the player in charge.
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Serious Games (Blog)
http://seriousgamesblog.blogspot.com/
Serious Games (Blog)
Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology.
They can be similar to educational games, but are often intended for an audience outside of primary or secondary education.
Serious games can be of any genre and many of them can be considered a kind of edutainment.
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Serious Games : Social Network
http://seriousgames.ning.com/
Serious Games : Social Network .... an excellent location to find answers to any questions you have about online gaming and simulations.
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Games in Education (video)
http://video.google.com/videoplay?docid=6117726917684965691
Games in Education (video)
Games in Education video created by Mark Wagner and Michael Guerena of the Orange County (CA) Department of Education's Educational Technology group
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About Gaming Addiction : BBCWorld Programme Click
http://tinyurl.com/wflhv
About Gaming Addiction : BBCWorld Programme Click ... online video July 2006
As with almost everything, to be good at gaming you have to practice. To be really good at gaming you have to practice a lot. But what happens when the console becomes a compulsion to the detriment of family, friends, work or school? We sent David Reid to Amsterdam, where an organisation that normally treats drug addicts is helping gaming addicts to give it up.
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You Don't Have to be a Gamer
http://www.techlearning.com/blog/2006/12/you_dont_have_to_be_a_gamer.php
You Don't Have to be a Gamer
Games may well be promoting:
-Critical Thinking/Problem-Solving
-Teamwork/Collaboration
-Leadership
-Creativity/Innovation
-Ethics/Social Responsibility
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A Research Framework for Military Training and Education
http://www.adlnet.gov/downloads/189.cfm
Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education
The report reviews relative online gaming research literature and proposes 15 primary experiments pertaining to massive multiplayer online gaming (MMOG), first popularized in the entertainment world and now finding growing interest in education and training environments. According to the report’s authors, the U.S. military is undergoing significant change in the training of its workforce, and MMOG is one technology that offers unique education, training and performance support opportunities.
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Games with a Purpose : Human Computation
http://tinyurl.com/pe87y
Games with a Purpose : Human Computation (online video presentation)
Tasks like image recognition are trivial for humans, but continue to challenge even the most sophisticated computer programs. This talk introduces a paradigm for utilizing human processing power to solve problems that computers cannot yet solve.
Human Computation | Image Search | Captchas | Luis von Ahn | Carnegie Mellon University | The ESP Game | labelling images | Peekaboom | Verbosity |
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Development of Video Games in Education
http://innovateonline.info/index.php?view=article&id=239
A Proposal for Accelerating the Implementation and Development of Video Games in Education
The integration of video games in the classroom continues to be a topic for educators and researchers alike. Yet despite the dialogue, widespread integration of this technology has yet to occur
To help remedy this situation, Greg Jones and Kevin Kalinowski propose the establishment of an online, open community designated to explore and develop learning objects related to video game technologies.
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Literature Review in Games and Learning
http://www.futurelab.org.uk/research/lit_reviews.htm
Literature Review in Games and Learning
These publications offer a route map through the vast body of research into education and technology. They give a clear vision of where gaps in our understanding lie, where our knowledge base is weakest and future directions we need to follow to make best use of technology for learning.
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Serious Games
http://www.itconversations.com/shows/detail774.html
Serious Games : 38 minute mp3 audio podcast
Stephen Berlin Johnson brings a unique perspective to the consideration of the cultural impact of video games.
Until recently, the discussion of video games focused primarily on the negative aspects ?the violence, immorality and potential for addiction.
He points out that this conversation has shifted and is beginning to accept that there are positive benefits inherent in playing video games.
Johnson argues that judgment of video games should consider the intellectual and problem solving skills they require.
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Will Gaming Transform the Web?
http://www.itconversations.com/shows/detail853.html
Will Gaming Transform the Web? : A Panel Discussion : audio / podcast / mp3
In this freewheeling panel discussion from Web 2.0, three game industry leaders discuss with Mark C. Stevens the changes they've seen in the gaming world and how they believe it will develop in the future.
The gaming community is huge, with over 30 billion hours played each year. 70% of 18-34 year old, PC-using males, are gamers.
But it's a changing world too. The average age is increasing, and more women are joining. And play is slowly migrating from console games to mobile devices.
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The Games Children Play (online video)
http://tinyurl.com/ar8uh
The Games Children Play (online video)
This programme features two leading academics who support the use of games in education are Henry Jenkins, director of comparative media studies at the Massachusetts Institute of Technology and Jim Gee, professor of education at the University of Wisconsin-Madison.
They look at a number of UK-based education projects using gaming technology, including an initiative aiming to help children author their own games.
Also examined are gaming addiction and the impact of violent images contained in some games.
Teacher TV (UK)
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The place of educational computer gaming in School
http://http://www.ict-register.net/conference2006.php
The place of educational computer gaming in School (Powerpoint 9.9MB)
This session illustrated the perceived benefits being experienced by some teachers when embedding the use of computer games in learning.
It offers examples of the different approaches being employed, including some data on the impact on learners and highlighting some of the opportunities for collaborative learning such activity provides.
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Social News Service about Games
http://www.millionsofgames.com/
Social News Service about Games
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Games and Simulations : Papers
http://www.e-learningguru.com/knowledge_GameSim.htm
Games and Simulations : Papers at e-Learning Guru
Games, Gizmos and Gadgets | Why Games Work | The Use of Computer and Video Games for Learning | Game-based Learning | Simulations on a Shoestring | The Games Generations: How Learners Have Changed | Simulations and the Future of Learning - Video Presentation |
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Guide to Cooperative Games for Social Change
http://www.k12.wa.us/TeenAware/Forms/Cooperative%20Games.pdf
Why Play Games When There's Work to Do?
The Freechild Project Guide to Cooperative Games for Social Change
There's so much to do! Our communities are falling apart, young people, old people, brown people, black people, poor people, and lots of other people aren't getting the respect or power they deserve. Why play games when there's so much work to do? There's a lot of reasons to look at, but first let's define what we're talking about.
What Are Cooperative Games? | Why Play Games? | Aren't Games Distracting? | What Games Should We Play? | IceBreakers | Cooperative Games | Trusrbuilders | Funners | Closers |
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Online Games and Digital Information Services
http://www.dlib.org/dlib/december05/kirriemuir/12kirriemuir.html
Online Games and Digital Information Services
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Games and Gaming (list at Educause)
http://www.educause.edu/content.asp?page_id=645&PARENT_ID=792&bhcp=1
Games and Gaming ... references at Educause .. list of papers/articles.
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Videogames and Good Teachers
http://www.convergemag.com/story.php?catid=231&storyid=95685
Videogames and Good Teachers : The similarities and the Possibilities.
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Game Studies
http://www.gamestudies.org/
Game Studies is a crossdisciplinary journal dedicated to games research, web-published several times a year at www.gamestudies.org.
Our primary focus is aesthetic, cultural and communicative aspects of computer games.
Our mission - To explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.
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Computer Game Theory: Narrative Versus Ludology
http://www.nestafuturelab.org/viewpoint/art56.htm
Computer Game Theory: Narrative Versus Ludology
Computer game research and theory is a relatively new area of academic research, growing out of studies on digital texts within various arts and social science departments. However, as evident in the number of international academic conferences on games, it has become a recognised subject area in its own right, with the first peer-reviewed online journal in the field, Game Studies, appearing in 2001.
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An Anatomy of Games (NESTA)
Computer Games - Is there a problem?
An Anatomy of Games (NESTA)
This paper is intended to describe the components from which games are constructed. It is prompted in the first instance by the development at NESTA Futurelab of new formats of games, and the need for advice and guidance for designing and constructing games by considering some of the affordances of previous games. This paper is based on what one finds when one begins to dissect games.
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Educational Games (Articles and Papers)
http://m.fasfind.com/wwwtools/magazines.cfm?x=0&cuID=67
Educational Games (Articles and Papers)
Computer Games for Learning | Learning with Role-Playing Games | Games for Literacy and Numeracy | Board Games for Learning | Computer Games in Education | Computer Games - Is there a problem |
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Video Gaming, Education and Digital Learning
http://www.dlib.org/dlib/february02/kirriemuir/02kirriemuir.html
Video Gaming, Education and Digital Learning Technologies
This article presents an overview of video gaming and discusses how gaming is related and relevant to digital libraries and digital learning technologies. It suggests that these relationships are worthy of more detailed investigation.
The article begins with information about video games and gaming consoles, a comparison of consoles and the PC, and some observations on the network capabilities of consoles. Next, the relevance of gaming to academia is highlighted, and the relevance of games and consoles to learning technologies is considered.
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Literature Review in Games and Learning
http://www.nestafuturelab.org/research/reviews/08_01.htm
Literature Review in Games and Learning
This review is intended as a timely introduction to current thinking about the role of computer games in supporting children? learning inside and out of school. It highlights the key areas of research in the field, in particular the increasing interest in pleasurable learning, learning through doing and learning through collaboration, that games seem to offer.
At the same time, the review takes a measured tone in acknowledging some of the obstacles and challenges to using games within our current education system and within our current models of learning.
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Use of Computer and Video Games in the Classroom
http://www.silversprite.com/papers/42.pdf
Use of Computer and Video Games in the Classroom
This paper examines the use of ?ure?computer and video games in classrooms. It reports the findings of an ongoing informal survey of how and why such games are used as an integrated part of formal classroom learning. The paper presents a number of examples of the use of such games, and tries to determine likely trends in their use in such an environment. Of significance is an examination of the obstacles that teaching staff encounter in attempting to use such software during lesson times, and how some staff have overcome these obstacles.
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2005 survey of computer and video games in education
http://www.silversprite.com/games-and-learning/survey05/
2005 survey of computer and video games in education
The survey deals solely with "pure entertainment" computer and video games (henceforth referred to as pure games). These are games that are designed, produced and marketed solely for fun and entertainment, and not for any explicit teaching or learning purpose. In the US especially, these are also known as COTS (Commercial Off The Shelf) games.
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The Video Game Librarian
http://www.gamingtarget.com/article.php?artid=3982
The Video Game Librarian
Libraries and video games have never managed to hit it off. Several games, including GoldenEye and Halo, have levels called "The Library", but that's really where it ends.
Until now. Public libraries all over the country have been adding video games to their collections. Its very possible that a library in your hometown has games on its shelf right now.
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Computer and video games definitions
http://en.wikipedia.org/wiki/Computer_games
Computer and video games definitions
Formally, a computer game is a game composed of a computer-controlled virtual universe that players may interact with in order to achieve a goal (or set of goals). A video game is a computer game where a video display is the primary feedback device.
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Playtime in the classroom
http://education.guardian.co.uk/elearning/story/0,10577,1496931,00.html
Playtime in the classroom : Guardian Newspaper Article
Can children really learn anything useful from computer games?
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Meet the Gamers
http://www.libraryjournal.com/article/CA516033
Meet the Gamers
They research, teach, learn, and collaborate. So far, without libraries
Why pay attention to games? For starters, games are the "medium of choice" for many Millennials, with broad participation among the 30 and under population.
Although part of a web of new media, technology, and social shifts, games are the quintessential site for examining these changes.
Game cultures feature participation in a collective intelligence, blur the distinction between the production and consumption of information, emphasize expertise rather than status, and promote international and cross-cultural media and communities.
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Joystick 101 : Games Blog
http://www.joystick101.org/
Joystick 101 : Games Blog
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Marc Prensky
http://www.marcprensky.com/
Marc Prensky
Marc Prensky is an internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning.
Marc has created over 50 software games for learning, including the world's first fast-action videogame-based training tools and world-wide, multi-player, multi-team on-line competitions. He has also taught at all levels.
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Games and Education Web Resources
http://www.digitaldivide.net/comm/resources/index.php?CommID=106
Games and Education Web Resources at the Digital Divide Network
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Let the Games Begin
http://www.edutopia.org/magazine/ed1article.php?id=art_1268&issue=apr_05
Let the Games Begin
Video games, once confiscated in class, are now a key teaching tool. If they're done right.
Video games can do a lot of things that traditional teaching cannot. As Squire's class showed, they can get unmotivated students fired up about -- can it be? -- ancient history. Games can also be an effective way of reaching students who haven't responded to conventional teaching methods, and they can get gifted students to apply critical-thinking, problem-solving, and other higher-level skills to subjects they already know.
It's not just especially low- or highperforming kids who benefit, says David Gibson, codirector of the SimSchool PT3 Project, a Vermont-based organization that develops a desktop game to train future teachers for the classroom (see "Games: Not Just Child's Play,"page 30). He believes games may be the key to "stealth education," whereby all kids have such a good time that they don't realize they're also learning. "Education will be so much fun because it will be played and enacted," Gibson says.
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Impact of Simulations & Games on Learning
http://simportal.edreform.net/portal/simportal/impact
Impact of Simulations & Games on Learning ... a list of links to relevant websites.
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River City
http://simportal.edreform.net/resource/11015
River City: A Multi-User Virtual Environment Experiential Simulator
Presentation as part of the symposium "Let's Play: The role and value of games and simulations in Education" by Debra Sprague, George Mason University, March 2005 Site Conference
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Emerging Technologies for Active Learning
http://www2.edc.org/LNT/news/Issue10/feature3a.htm
Emerging Technologies for Active Learning : Multi-User Virtual Environments
A Multi-User Virtual Environment (MUVE) uses Internet technology to enable students to build meaningful virtual projects in a collaborative social context.
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Planning for Neomillennial Learning Styles
http://www.educause.edu/apps/eq/eqm05/eqm0511.asp?bhcp=1
Planning for Neomillennial Learning Styles
Rapid advances in information technology are reshaping the learning styles of many students in higher education. The standard ?orld to the desktop?interface is now complemented by
- multiuser virtual environments in which people? avatars interact with each other, computer-based agents, and digital artifacts in a simulated context; and
- augmented realities in which mobile wireless devices infuse overlays of digital data on physical real-world settings.
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Computer and video games at Wikipedia
http://en.wikipedia.org/wiki/Computer_game
Computer and video games at Wikipedia
Games | GamePlay | Genres | Platforms | History | Trends | Types | Attutudes | Popularity | Development | Modifications | Naming |
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Gaming and the Significance for Information Literacy
http://www.oclc.org/reports/2003escan.htm
Gaming and the Significance for Information Literacy
An examination of how young people's social interaction and technology skills have created a seamless sphere fusing work, play and information. Recorded at the January 2005 American Library Association Midwinter convention in Boston, Mass.
view the presentation online
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The Use of Computer and Video Games for Learning
http://www.lsda.org.uk/files/PDF/1529.pdf
The Use of Computer and Video Games for Learning (pdf file)
A Review of the Literature
There are many claims about the usefulness of computer games for learning. Computer games can stimulate users and encourage the development of social and cognitive skills, but frequent use can exacerbate negative psycho-social tendencies, be addictive and have health implications.
This review of the literature about the use of computer and video games for learning will help with the design of learning materials.
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