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Education, psychology and technology: Games lessons | The Economist
It sounds like a cop-out, but the future of schooling may lie with video games
Kodu - Microsoft Research
Kodu is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The programming environment runs on the Xbox, allowing rapid design iteration using only a game controller for input.
Metaverse Roadmap Overview - pg 1
What happens when video games meet Web 2.0?
When virtual worlds meet geospatial maps of the planet? When simulations get real and life and business go virtual? When you use a virtual Earth to navigate the physical Earth, and your avatar becomes your online agent?
What happens is the metaverse.
GLS 5.0 2009: Program-rezed
Are you an educator using virtual worlds for learning? Interested in gaining inspiration for your work, showing off your program, learning practical tips, and connecting with your peers within this emerging field of practice?
2¢ Worth » 200 Virtual Worlds for Kids
200 Virtual Worlds for Kids
Filed under: Virtual Environments, education, fun, videogames, warlick
Tags: education, elearning, video games, videogames, virtual worlds, virtualworlds, warlick — David Warlick @ 10:42 am with
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Club Timemachine [click image to enlarge]
I am still working on this article on virtual worlds in education, an ran across this report from January 26, 2009. According to Virtual Worlds Management, more than 200 youth-oriented worlds are currently live or in development. This is an increase from 150 known youth-oriented virtual worlds in August of 2008.
I pulled the listing into a spread sheet and did a little inquiry. Here are some of the things I found:
* 38 of the virtual worlds products are explicitely intended for children six and younger.
* Two are being developed in Australia, 2 in Belgium, 8 in Canada, 2 in China, 3 in Denmark, 4 in Finland, 2 in France, 4 in Germany, 3 in Israel, 5 in Japan, 4 in Korea, 2 in Spain, 2 in Sweden, 14 in the UK, and 126 in the U.S.
* One is in Alpha, 10 are in closed beta, 36 are in open beta, 7 are in concept, and 26 are under development. Most of the rest are live.
“200+ Youth-Oriented Worlds Live or Developing.” Virtual Worlds Management. 2 Feb 2009. Show Initiative, LLC. 26 Jan 2009 <http://www.virtualworldsmanagement.com/2009/youth-01-26-2009.html>.
EVE Online | World of EVE | Short Stories
How are games relevant to litearcy - check out these graphic novels based on the MMMORG EVE Online
Interesting Web Sites for Game-Based Training, e-Learning and Education:
Selected URLs and other resources for Game-Based Education, e-Learning and Training
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.
Pop Cosmopolitanism » Introducing the After School MMO Group
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This bridge, we believe, will enhance their success in life and academics, as these literacies are essential components found in the 21st Century Learning Skills (see Partnership for 21st Century Learning Skills for more information), which many schools are still trying to conceptualize, let alone implement.
Although we are very early in the pilot program, our first goal has been to develop the MMO group into a “third place” for these boys to hang out and play together. As the group has begun developing cohesion, and the boys are becoming better oriented with the game, we’ve begun integrating content into our sessions that are not only valued “gamer” practices, but promote literacy practices as well (such as writing forum posts, for example).
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