ISTE's Games and Simulations SIG now has a Ning: "This social network is focused on the use/design of games and simulations and how they can and are impacting both teaching and learning."
From Clark Aldrich: "we need to nurture cultures around interactivity that are independent of any technology. We need vocabulary and expectations around interactivity itself." He follows up with a 6 level taxonomy of interactivity.
This is a follow up post to the previous one about virtual worlds.
I received an email about this, so I'm passing it on. This post "features an extensive look at children and the learning experiences available to them when they have the opportunity to explore a virtual world."
Larry Ferlazzo is posting his best of the year list early and asking readers to participate. He asks, "Which do you think are the Top Ten Online Learning Games Of The Year?"
Here's a great annotated list of off the shelf games that can be used in various subject areas.
A pointed post by Sylvia Martinez (and discussion in the comments) about why there will never be cutting edge video games made for educational purposes.
Christy Tucker shared a list of tools for getting started in SL and I thought they were worth passing on here.
I haven't had a chance to really dig into these yet, but Larry Ferlazzo has shared another detailed post about games in the classroom, this one focused on making games.
An article from eSchool News not unlike my own dissertation study: "Online gaming can help students develop many of the skills they'll be required to use upon leaving school, such as critical thinking, problem solving, and creativity."
This article describes "a pilot curriculum built around a commercially available video game." Students are playing Restaurant Empire in Middle School. I hope to see more and more of this.
This looks cool: "IBM recently launched a free multiplayer online game, PowerUp, that challenges teenagers to help save the planet “Helios” from ecological disaster." Thanks to Katie WInchell at CLMS for pointing it out.
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