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ASG Applied
Simulations & Games - EdGames
MacArthur Blog Provides Insight Into The Ideas And Questions
Shaping The Future Of Digital Media & Learning - details
Learning & The Brain. Molding Minds: How To Shape The
Developing Brain For Learning & Achievement
April 28-30, 2007. Cambridge, MA. - details
Watch A Games In Education Video
The Orange County Department of Education created a 20 minute
online video about this topic. It explores the use of video games on k
- 12 classroom environments and includes comments from Dr. Henry Jenkins
from MIT Media Lab, Dr. James Gee from University of Wisconsin-Madison
and author of What Video Games Have To Teach Us About Learning And Literacy,
and Clark Aldrich author of Simulations: The Future Of Learning and Learning
By Doing. See it here.
DICE Summet 2007
10th Interactive Achievement Award Finalists Announced
The Academy of Interactive Arts and Sciences is pleased to
announce its finalists for the 10th Interactive Achievement Awards. Recognizing
the best games of 2006, more than three hundred of the Academy's creative
and technical game makers considered a record number of titles for this
year's awards. Eligible Academy members will vote this week with the winners
to be announced at the Interactive Achievement Award ceremony on February
8, 2007 at the Hard Rock Hotel in Las Vegas as part of the D.I.C.E. Summit
conference. A complete listing of this year's finalists may be found in
our awards section or downloaded from our press page. Buy your ticket
for the 10th annual Interactive Achievement Awards and reserve a room
at the Green Valley Ranch Resort using our online form. For further information
regarding the 10th Interactive Achievement Award ceremony, please contact
Casey Kaut (at casey@interactive.org
or 818.876.0826 ex204). For more details visit here.
New Book By James Paul Gee Set For Release March 6.
"Gaming
Lives in the Twenty-First Century: Literate Connections" by James
Paul Gee will be released on March 6, 2007. Gaming Lives explores the
complexly rendered relationship between computer gaming environments and
literacy development by focusing on in-depth case studies of computer
gamers in the United States at the beginning of the twenty-first century.
This volume examines the claim that computer games can provide better
literacy and learning environments than U.S. schools. Using the words
and observations of individual gamers, this book offers historical and
cultural analyses of their literacy development, practices, and values.
Serious Games Initiative
The Serious Games Initiative is focused on uses for games
in exploring management and leadership challenges facing the public sector.
Part of its overall charter is to help forge productive links between
the electronic game industry and projects involving the use of games in
education, training, health, and public policy. For details please visit
here.
Game Developers Conference Set for March
The Game Developers Conference (GDC) is the official trade
event "by developers for developers" of computer, console, mobile,
arcade, online games, and location based entertainment. For details please
visit here.
Planning Meetings for our Education Games SIG
We are working on ideas for future EdGame SIG meetings. A
new Mission Statement and list of possible meetings is below. Please feel
free to send your thoughts about our
thoughts.
MISSION STATEMENT
The ASG SIG exists to bring representatives together from
industry, education, government, and other organizations, in order to
advance the field of applied simulations and games by:
* stimulating awareness and dialog about the use of educational
games in K-12 schooling, higher education, and adult learning;
* providing a venue for the presentation of the widest possible
variety of educational games and trends;
* supporting and encouraging the development of assessment
standards by which educational games and their outcomes can be evaluated;
* promoting exploration and experimentation regarding delivery
of information and skills through educational games;
* exploring the delivery platforms available for accessing
educational games;
* and promoting cooperation and coordination between public
and private interests regarding games and techniques that educate and
train.
TOPICS
Here are some ideas for meetings in the future:
K-12
-- What role do teachers play in the games-enabled classroom?
(Panel or debate.)
-- Can meeting NCLB requirements be child's play? How games
might fit into testing and tracking standards. (Presentations and/or forum.)
-- Making the case for games in the classroom. (Presentation
of case studies.)
Adult And Experiential Learning
-- Serious games in your pocket: Mobile learning with cell
phone games. (Distributed demo... people download to their own phones,
share experiences, and come together for a discussion.)
-- Games for good: using games to address drugs, violence,
and crime (case studies, demos)
-- Focus on games for health.
Simulation
-- Follow the yellow bit road: Using MMUGs as learning environments.
(In person virtual meeting... people come together physically but connect
to a MMUG for presentation.)
General
-- Serious games showcase (informal show-and-tell, exhibitor
fair type meeting)
-- XBox goals with an Atari 2600 budget: Are games just one
more barrier in the digital divide? (Panel or debate.)
-- Viral learning through games: Can games fool people into
learning something useful?
More info? 773-276-9320 or
email harvey@tillis.com.
Archives
For previous topics,
visit the ASG SIG archives.
NEWS
A Field Guide to Educational Simulations
Don't miss Clark Aldrich's overview of different kinds of
simulations: "A Field Guide to Educational Simulations." Click on the
image in the lower right corner of this
page
Play A Game To Feed The World
The United Nations Food Programme, WFP, has unveiled a children's
video game with a difference - teaching kids how to get food fast to the
site of a humanitarian crisis. Download
and play the game.
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