Tag Archives: games
114 result(s)
Games for Change 2012: From Gamification to the Democratization of Games
July 2, 2012
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
June 8, 2012
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
May 25, 2012
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
December 30, 2011
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
September 14, 2011
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
July 5, 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…
Is the Gamepocalypse Upon Us? A Report From the Games for Change Festival
June 30, 2011
At Games for Change (G4C) last week, the audience was treated to a number of interesting discussions and keynotes surrounding current issues of video game play for learning and social change. Among the hot topics were of course the impending “Gamepocalypse” that will arguably come as a result of intense “Gamification,” but there was also measured discussion around how people are working to find out where “gamifying” is most helpful to learning and education, and plenty of evidence of exciting…
GLS Conference 9.0
June 15, 2011
This year marks the ninth annual GLS Conference at the University of Wisconsin, Madison. The Games+Learning+Society Conference is known as a grass roots “indie” event where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The aim is to encourage in-depth conversation and social networking across diverse disciplines including game studies, education research, learning sciences, industry, government, educational practice, media design, and business.…
Producing and Researching Transmedia with The Electric Company’s Prankster Planet
May 2, 2011
Today, The Electric Company will re-launch its third season with an all new transmedia story, “The Adventures of The Electric Company on Prankster Planet.” Airing in a new segment at the end of the TV series and a new area of the website, this transmedia story engages and immerses participants in an experience through multiple forms of media, each element making a unique contribution to the story. Here, key members of the interdisciplinary team behind this new transmedia effort share…
Games-Based Learning: Hype vs. Reality
April 4, 2011
This essay originally appeared in The Huffington Post. In a recent speech to a group of students at TechBoston in Dorchestor, Massachusetts. President Obama had this to say about video games: I’m calling for investments in educational technology that will help create … educational software that is as compelling as the best video game. I want you guys to be stuck on a video game that’s teaching you something other just blowing something up. When I started my career in…