Tag Archives: games

108 result(s)

Can Video Games Unite Generations in Learning?

What makers of technology for early education can learn from Sesame Street. Whether you’re at a restaurant or on an airplane, you can’t miss changes in adult-child interactions from just a generation ago. Everyone is plugged in. It seems almost quaint to see kids and adults engaged together in screen-free play. Four-year-olds now consume three hours of media per day, and fourth graders more than five hours. And it is not just youth—adults are also increasingly finding it difficult to turn off…

From the Virtual Teaching Frontlines: Game Design Summer Program

As a graduate student studying games for learning, and a general geek extraordinaire, I’ve been given the unique opportunity this summer to teach a new online program for kids who want to learn how to design video games. E-Line Media, a Cooney Center partner in the National STEM Video Game Challenge, and the creator of the game-building platform Gamestar Mechanic, has designed an engaging curriculum that teaches kids not only how to make their own games, but also what it is that game…

Games for Change Festival

Games for Change, the leading advocate for supporting and making games for social impact, is celebrating the organization’s new found global reach at this year’s 9th Annual Games for Change Festival at the NYU Skirball Center June 20-22. Use promo code “cooney” to save 10% off the registration fee. http://www.gamesforchange.org/

Serious Play Conference

This year’s Serious Play Conference speakers include leading thinkers, consultants, authors and analysts in the serious games industry as well as project directors already creating sims and games for education, corporate and military training, healthcare and non profits. Highlights for this year include new research on the market and growth trends for the serious games industry and presentations of the latest measurement and assessment strategies. Refinansiering: Hvilke vilkår innebærer det?

Games for Change 2012: From Gamification to the Democratization of Games

A couple of weeks ago, I was lucky enough to hear from “one of the most influential women in technology,” the creators of “Zombie Yoga,” aNASA research scientist, the founder of Atari AND Chuck E. Cheese, a classroom teacher working in Hong Kong, the White House’s “video game czar” and a bunch of 12 year old girls designing their own math games in Brooklyn, within the span of a couple of hours, without leaving a 2 block radius. How on earth did I manage to do…

Calling All Girls: Their Future, Our Responsibility

Dr. Idit Harel Caperton, President and Founder of the World Wide Workshop, is passionate about getting more young girls and women excited about becoming leaders in STEM-related fields.This piece originally appeared in the Huffington Post and is reprinted here with permission. This is the second of two posts about integrating more women in the gaming industry: read the first post here. In this piece, she focuses on how to get girls and young women the support they need to dive into…

Skeptics and Optimists Convene at The Atlantic

Still buzzing from the exciting events of the previous evening, many participants from the STEM Video Game Challenge‘s Celebration of Success attended The Atlantic’s second annual Technologies in Education Forum on May 22 in Washington, D.C.  The Forum continued a lively discussion around the role that games play in STEM learning, with editorial staff from The Atlantic asking probing (often skeptical) questions and speakers generally offering optimistic answers. A panel on “Framing the Role Games Will Play in Future Learning” addressed whether there is a danger that…

An Empirical Wish-list

For the second year in a row, the iPad is the most popular item that children are asking for as a holiday gift.  Given that it is the season for making wish-lists, it is in this spirit that I offer my own iPad research wish-list for 2012. The items on this list will surely keep a variety of researchers busy in the new year and would help address some critical questions about the iPad in particular, but touch screens in…

Education Tech: Its a Whole New Game

This interview with Michael Levine originally appeared in Literacy 2.0 in August, 2011. It appears here with the permission of the author, Robert L. Lindstrom.   In 2007, the year the iPhone was introduced, the venerable children’s TV programmer Children’s Television Workshop (now named Sesame Workshop) spun off a nonprofit research and production institute intended to do for digital media what Sesame Street did for television, namely make the medium both educational and entertaining at the same time. The center…

Report from Sunny Wisconsin: My Time at GLS 2011

I always love going to the Games, Learning and Society (GLS) conference in Madison, Wisconsin. Where else are you guaranteed access to a lakeside terrace, local microbrews, and warm Midwestern hospitality? In addition to these welcome amenities, GLS is also a place where games are taken quite seriously, albeit in a playful way. This year was no exception.   I attended the conference to present some of the early findings from my own research. With my collaborator LeAnne Wagner, I…