This weekend the NPR’s show “To the best of our knowledge” devoted its program to gaming and the future of games and its effects on present and future society. They interviewed Tom Chatfield, author of the book “Fun Inc: Why gaming will dominate the 21st century. Other program highlights include treating cancer with games (really), real training with real doctors using games to learn and practice, fantasy freakes and gaming geeks, and Douglas Rushkoff predicts “program or be programmed.”
Cross Posted from Edutopia
David Ross and John Larmer are both with the Buck Institute for Education. Mr. Larmer is the Director of Product Development, and Mr. Ross is the Institute’s Director of Teacher Professional Development & Dean of National Faculty.
It was September 13, 2011, and we were just about to hear a talk by James Paul Gee, author of What Video Games Have to Teach Us About Learning and Literacy. The talk was part of our annual community meeting of the Buck Institute for Education. Here’s a summary of our conversations — before and after watching Gee speak. (Please scroll down for a video of highlights from Gee’s presentation.)
John: Hey Dave, I’m not sure about this guest speaker we have for our community meeting. Aren’t a lot of us educators worried about how kids spend their time these days? I’m always trying to get my teenage son to stop playing video games and pick up a book or go outside!
David: As a dad of two boys I worry about the same thing. That is why our house has clear rules about game playing. We designate Mondays as electronics free days. My wife and I, who both play games on our iPads, adhere to the rule too. We limit game-play on weekends to four hours per day. On most school nights we are so busy with home work and sports the boys never have time to play. I wouldn’t want my kids to read 8 hours a day so why would I let them play video games 8 hours a day.
For decades, educators have been scrambling to find better ways to prepare students for the real world. It began with the mildly apocalyptic government report, A Nation at Risk, which warned that an outdated school system was unwittingly sabotaging America’s economic superiority. Year after year, major educational organizations would echo the report’s call with threats of dire consequences and pleas for sweeping reform, from the U.S. Department of Labor to the Accreditation Board for Engineering and Technology.
Audits of the U.S. educational system have revealed that the highest hurdle to adopting skills-based teaching practices is the lack of an easily implementable curriculum.
Enter social video games as a solution — immersive environments that simulate real-world problems. Today, technologically eager schools are replacing textbook learning with social video games, and improving learning outcomes in the process. Here’s how they’re doing it.
See rest of article at Mashable Social Media
(Originally posted at “The Independent” by David Crookes, Feb 13, 2912)
Curators at The British Library have begun the process of archiving videogame websites to preserve gaming culture for future generations.
While game experts have previously tended to concentrate on archiving physical items such as computers, disks and cassettes, the Library feels gaming websites perfectly illustrate the impact of the industry on society.
The collection is being managed by the digital curation and preservation staff at the Library and it will include walkthroughs, FAQs, maps drawn by gamers, reviews, pictures and stories which develop game narratives.
The Library is working with the National Videogame Archive which has been gathering up hardware, original software, design documents and marketing material.