A conversation from diverse perspectives is underway regarding the massive numbers of persons and hours spent gaming and making relationships between this technology / phenomena with learning, social needs and problems. What themes and/or connections are emerging in this conversation?
Relationship between gaming and 'real' world problems and can the two be bridged? Jane McGonigal thinks so: Gaming can make a better world | Video on TED.com. Liked McGonigal's gamers being virtuosos in four areas: Urgent Optimism, Social Fabric, Blissful Productivity & Epic Meaning. - http://www.ted.com/talks...
Also see Jesse Schell's talk at DICE this year: http://g4tv.com/videos... - Chris Lasher
A continuation on the dialogue about gaming and 'real world' problems / projects. See:http://novemberlearning.com/an-inte... - a three-dimensional model of Washington International School library created by Zaki Tahari using a video game and blueprints. Taking gaming software and using it for actual school's project.
The DigiBahn Project: http://digibahn.blogspot.com/
"I think that the sense of presence these 3D games provide can be a powerful platform on which to design second language instruction. Specifically, the simulated social contexts found in these game environments - when coupled with well-designed second language instruction - could potentially create learning situations that combine embodied action with spatially-situated knowledge. Or, in other words, the student will know what to do and when to do it."
More Resources:
Video game timeline - nice visual layout:
http://www.onlineeducation.net/videogame_timeline/
Video game statistics with sources listed:
http://www.onlineeducation.net/videogame/
The DigiBahn Project: http://digibahn.blogspot.com/
"I think that the sense of presence these 3D games provide can be a powerful platform on which to design second language instruction. Specifically, the simulated social contexts found in these game environments - when coupled with well-designed second language instruction - could potentially create learning situations that combine embodied action with spatially-situated knowledge. Or, in other words, the student will know what to do and when to do it."
More Resources:
Video game timeline - nice visual layout:
http://www.onlineeducation.net/videogame_timeline/
Video game statistics with sources listed:
http://www.onlineeducation.net/videogame/
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