<![CDATA[Kotaku: Education]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Education]]> http://kotaku.com/tag/education http://kotaku.com/tag/education <![CDATA[ Slitherine Bringing Horrible Histories To The PC & Consoles ]]> Horrible Histories is a series of best selling edumacational books that do their best to make learning history fun by focusing on all the most gory, blood-curdling details.

Historical strategy specialists Slitherine — who, confusingly, have nothing to do with that other best selling children's book series — have signed a deal with Scholastic books to create a series of games based on the books and bring them to the PC, Nintendo Wii and DS.

The books lean heavily towards British and European history (well, we have so much more of it) with titles like The Rotten Romans and The Terrible Tudors but former colonies haven't been forgotten with titles such as Revolting Revolutionaries and Westward Wow.


SLITHERINE ANNOUNCES HISTORY WITH ALL THE NASTY BITS LEFT IN
[Slitherine]

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Tue, 26 Aug 2008 13:20:00 MDT Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5042100&view=rss&microfeed=true
<![CDATA[ Games and Learning: Opening Gateways? ]]> I was chatting with a fellow Chinese historian this weekend when he confessed that his interest in Chinese history could be traced back to receiving a copy of Romance of the Three Kingdoms for SNES. I thought of that while reading Duncan Fyfe's essay on the potential 'educational' uses of regular, AAA titles — which isn't really so much on the potential to educate as much as inspire (as insipid as that sounds) in subtle ways:

Video games can be gateways to higher learning. Is it idealistic? Sure. But the base repudiation of idealism is so often used as a shield against saying anything interesting. Anti-idealism is what keeps triple-A games generic, and the reversal of that trend should already be a good enough target.

Compare the social value of these games to that of Halo or Oblivion. They're just as entertaining, but they are not relevant to any humanitarian or political discussion, and are certainly not literary. The Wire and The West Wing will not reform government but they will challenge and galvanize their viewers.

I'd be curious to know how many people actually went out and tackled Ayn Rand after playing BioShock; I'm also a little skittish about the idea of heavy handed philosophy and the like making a strong appearance (one Xenosaga series was enough, thank you). Fyfe's opinions aren't new by any means, and can be found in just about any essay talking about more 'grown up' themes in games. Interesting essay and worth a look.

Video Games Are The Silver Bullet [GameSetWatch]

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Sat, 09 Aug 2008 17:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5035171&view=rss&microfeed=true
<![CDATA[ "Games and the Future of Learning" ]]>

I mentioned the Games, Learning & Society Conference in Madison, Wisconsin back when a call for papers was put out. Michael Abbott of the Brainy Gamer has some interesting notes on the conference, which was held this past Thursday and Friday. The wrap up of the keynote speech, delivered by James Gee of Arizona State University, is an interesting meditation on the role of games (and not just 'edutainment') in education:

Gee sees broad implications for students in this regard. “Give students smart tools and let them use them and modify them to suit their purposes.” Such self-motivated learning moves students away from merely consuming knowledge and encourages them to produce knowledge and apply it in meaningful ways. Furthermore, Gee observed, when communities form around these activities, they are linked by a common endeavor, rather than by race, class, gender, or disability.

Gee clearly situates video games within an overall theory of learning and literacy with genuine power to transform students and equip them to address complex problems. If passion communities could be formed to solve real-world problems like hunger and environmental degradation, Gee believes we would be much better equipped to face these issues head-on. The challenge, according to Gee, isn't just about teaching our kids; it's about ensuring they have a viable world to live in.

Abbott's discussion of the environment of the conference — sounding quite different from your typical academic/professional gathering — is also worth a read.

GLS - Beyond Games and the Future of Learning [The Brainy Gamer]

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Sat, 12 Jul 2008 12:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5024594&view=rss&microfeed=true
<![CDATA[ The Lolita DS English Game Scholarship! ]]> DS game Moe Sta is here to teach people English. The instructional software features 5,000 English questions that range from junior high school to Tokyo University entrance examination level. To mark Moe Sta's release, its developer Mirai Shonen has announced the "Moe Sta Scholarship Institution." Here's the deal: Use Moe Sta to study English and pass the notoriously difficult Tokyo University entrance exam, and the Mirai Shonen will provide ¥500,000 (US$4,600) in financial assistance. The developer will carefully select two students who use the software to help enter the university. Study hard!

Moe Sta Scholarship [Official Site via Hatimaki]

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Wed, 25 Jun 2008 05:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5019429&view=rss&microfeed=true
<![CDATA[ EA Explores Children's Minds With Brain Quest ]]> Electronic Arts is hopping on the Nintendo DS learning tool train with the announcement of two new games for the handheld based on the educational card series Brain Quest. The two titles, one focusing on third/fourth graders and the other on fifth/sixth, will translate the cards into a series of questions based around a light story mode, with more than 6,000 questions per game.
“Brain Quest is EA Casual Entertainment’s first educational game and we are thrilled to bring this beloved brand into the videogame space,” said Robert Nashak, VP of Casual Studios, EA Casual Entertainment. “By adapting the series to the DS, we are able to reach today’s tech savvy children and provide them with an educational experience that is interactive, engaging, and fun.”

EA's creation of educational DS titles could be a very good sign, indicating that U.S. publishers are beginning to get a grasp of the true potential of the handheld, much like Japan already has. That, or they just want some more of that delicious parent money. Mmmm.

EA Announces Nintendo DS Games Based on America’s #1 Educational Bestseller Brain Quest®

Top Curriculum-Based Quiz Series Offers New Way for Kids to Learn and Play on the Go

LOS ANGELES—(BUSINESS WIRE)—The Casual Entertainment label of Electronic Arts Inc. (NASDAQ:ERTS) today announced plans to bring America’s #1 educational bestseller1, Brain Quest®, to the Nintendo DS™ handheld system, just in time for back-to-school this September. In partnership with the New York based Workman Publishing Company, Inc., EA will release two Brain Quest games centered on the curriculum-based series that has sold more than 28 million copies2: one for third and fourth graders, and another for fifth and sixth graders.

“Brain Quest is EA Casual Entertainment’s first educational game and we are thrilled to bring this beloved brand into the videogame space,” said Robert Nashak, VP of Casual Studios, EA Casual Entertainment. “By adapting the series to the DS, we are able to reach today’s tech savvy children and provide them with an educational experience that is interactive, engaging, and fun.”

Staying true to the curriculum-based card deck series, the Brain Quest video games are loaded with over 6,000 unique questions in each game, developed specifically for the third/fourth and fifth/sixth grade levels and can keep kids entertained whether in the car, at home, or while waiting for the school bus. The game’s Brain Mode provides quick to the fun action that enables kids to jump right in, immersing themselves in fast-paced quiz games, as they answer questions on their favorite subjects: English, history, math, science, and geography. Brain Quest adds another element to the fun — a Quest Mode where players follow a light story that pits them against successively more difficult challenges in each category. The game’s Multiplayer Mode allows players to challenge their friends and siblings or play cooperatively, so kids of all ages can get in on the action and enjoy the brain-twisting fun!

Throughout the game, players who answer questions correctly score points to redeem collectibles that can be unlocked by winning achievements. These collectibles can then be used to customize up to six scenes in the game.

The popular Brain Quest card decks, on which the games are based, are a phenomenon. “Brain Quest is a brand recognized by teachers, trusted by parents, and adored by kids,” said Janet Harris, Brain Quest® Publisher, Workman Publishing Company, Inc. “We are very pleased that Brain Quest will now be able to educate and entertain children through another medium, as a video game.”

Both Brain Quest games will be available September 2008 in North America and have a U.S. MSRP of $29.99. The games have not yet been rated by the ESRB. For more information or assets, visit http://www.info.ea.com.

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Mon, 23 Jun 2008 08:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5018783&view=rss&microfeed=true
<![CDATA[ More on the Playstation-edu Initiative ]]> We mentioned the new Sony Playstation-edu initiative when it was announced; now, Senior Manager of Developer Support at SCEA Mark Danks explains a bit more about the program and it's goals (and the cost). If colleges and universities enter into this sort of relationship with Sony, they will have lovely legal language to follow, but can get access to PS2 and PSP dev kits for $2,000 and $1,500 a pop, respectively:

Danks introduced the concept for PlayStation-edu — "It's mostly about getting schools hardware, to learn how the actual platform works. Not for research and development, for computer science and engineering, and not for art. The goal is to reach the people who care about the metal — engine level coders who like to write in assembly."

"Consoles and multi-core are here to stay," continued Danks. "Beyond that all things change and you need to learn the basics at the low level. So Assembly is here to stay!"

"A lot of schools are treating game education like trade school," argued Danks. "Too many students can’t explain a pointer, can’t explain memory caches, can’t explain bus contention, can’t explain how a complier works, cant explain a software rasterizer, can’t explain a race condition…"

He goes on to talk about the legal agreements that will be required and the three tier structure of the program. Sounds like a promising idea, but academia is very hard to change — and slow to come around in many cases. We'll see how long it takes this idea to take root.

Sony's Danks Details PlayStation-edu Initiative [Gamasutra]

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Sat, 21 Jun 2008 14:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5018583&view=rss&microfeed=true
<![CDATA[ Europeans Find Good Use For Wii Fit Board: Controlling WoW ]]> Anyone still using their Wii Fit Balance Board? Matthieu and Simon, students at German Research Centre For Artificial Intelligence, are! They've got the board hooked up to a PC via Bluetooth and are using the Nintendo peripheral as a World of Warcraft movement controller. Nice to see some folks still using the Balance Boards innovating.

Oh, and the music used in this video is FRIGGIN' AWESOME.

WoW Fit [Rock, Paper, Shotgun]

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Tue, 17 Jun 2008 22:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5017434&view=rss&microfeed=true
<![CDATA[ 25 Best Games for the Classroom ]]> One of the benefits of teaching on a collegiate level is that "fun" can frequently go out the window (as one of my professors routinely told a class full of students regarding the silent films the class watched, "I don't care if you like the film, that's not the point."); still, most of us don't want to bore the pants off students and try reasonably hard to make things interesting. It seems "fun" of the educational variety is even more important at the elementary and secondary levels, where I vaguely recall masses of activities designed to get us "engaged" and "interested."

In light of "serious games" and "edutainment" discussions, I'm always interested to see what regular retail games are listed as good "educational" titles. College@Home has a pretty thorough list covering a variety of topics; some of the titles are expected (Civilization, Carmen Sandiego) to some slightly more interesting titles (Spore, Age of Mythology, a lot of regular retail sims). Makes me glad I just get to take the fun out of learning for undergraduates — I'm not sure I'd want to herd kids through Roller Coaster Tycoon.

Virtual Learning: 25 Best Sims and Games For the Classroom

[College@Home via Water Cooler Games]

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Sat, 14 Jun 2008 12:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5016490&view=rss&microfeed=true
<![CDATA[ Nintendo Handing Out Free DS at UK Teaching Conference ]]> Nintendo plans to hand out free DS Lites and copies of Brain Training to the teachers attending an upcoming Handheld Learning Conference in London later this year.

The conference, supported by Nintendo, will explore how technology can be used for learning.

Graham Brown-Martin, founder of Handheld Learning, said: “Providing teachers with free Nintendo DS Lites is not intended to be a gimmick, we expect our delegates to use them during the conference and experience an environment that would typically not be allowed in a classroom.”

I think it's a great idea. In fact in my recent conversation with Nintendo's Cammie Dunaway I was telling her that Nintendo should work to get some WiiWare educational games out and then provide the Wii to schools around the country. It worked for Apple, so why not Nintendo? Personally, I think all three hardware companies are obligated, as good corporate citizens, to create educational games for their download services. They may not make money, but I can't imagine it would cost them that much and think of the good will, both to the company and the industry.

Nintendo to hand out free DS consoles [Digital Spy]

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Wed, 04 Jun 2008 16:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5013061&view=rss&microfeed=true
<![CDATA[ MSU Offering New Chinese Language/Culture MMO ]]> In an effort to make learning Chinese less painful (and ostensibly to capitalize on the 'MMO as language learning tool' trend that's been talked about a bit in the past few months), Michigan State University's Zhao Yong (professor of education technology and educational psychology) has designed Zon!, where players can graduate from tourist to resident to citizen of this little virtual slice of China:

The goal is to fare well and advance socially and economically, with players advancing from “tourists” to “residents” and finally to “citizens” of modern China. At the different stages, players encounter quests, have access to learning materials – including live Chinese tutors – and can organize and participate in social activities.

Among the many tasks players can complete in the tourist stage are ordering a taxi, exchanging currency and checking into a hotel in China.

“Games are supposed to be fun and educational,” Zhao said. “With this one, we have struck a good balance.”

I wonder if the Zon! cabbies are as chatty as the guys in Shanghai or Taipei. It's a neat idea for facilitating language acquisition — if only it weren't in hateful jiantizi.

Virtual China: Online game teaches Chinese culture, language [MSU Today]

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Sat, 31 May 2008 12:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5012050&view=rss&microfeed=true
<![CDATA[ Kaplan Using Nintendo DS For SAT Prepping ]]> Kaplan, the makers of all those test preparation books, is teaming with Aspyr Media to create an SAT prep program for the Nintendo DS. Sure, the same title will also be made available for the PC and Mac (probably just like the stuff we've seen for years), but the flashcard form factor of the DS version makes it incredibly appealing.

If high school didn't represent some of the most stressful and awkward years of my life, I'd go back in a flash to play this SAT game on my DS! Think of it as Brain Age with a real tangible result. Would you be more likely to prep for the SATs on your DS than through a book or browser?

SAT Prep Game Coming to DS
[GamelLife]

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Mon, 14 Apr 2008 14:30:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=379435&view=rss&microfeed=true
<![CDATA[ Second Life and ESL Instruction ]]> secondlife_logo.jpg A while back, we mentioned a journal article on using MMOs to aid second language acquisition. Now Forbes has a piece discussing the same issue, only with Second Life. The author spoke with several teachers about their approaches to using SL to educate:
Another popular way to teach English in "Second Life," says Boahn, involves role-playing and quests. "I once dressed up as a pirate, had a ship and everything. I was kind of rough on the students," he admits. "I put some of them in cages, and had them confront language in a shock-and-awe kind of way. They seemed to like it, and they learned all sorts of new words, like 'loot' and 'booty.'"

Boahn's approach may appear nontraditional, but he feels a new medium calls for a new way of teaching language. Even using the game's English interface gives students a chance to practice what they've learned. "We like to encourage teachers to see 'Second Life' itself as a classroom," he says.


Well, certainly sounds slightly more engaging than my go 'rounds with intensive language instruction, even if it is only Second Life. The whole 'implement technology in the classroom' push is frequently lost on me, but I can certainly see the utility of using virtual worlds or MMOs in some applications.

How To Spark Remote Learning [Forbes via Worlds In Motion]

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Sat, 29 Mar 2008 14:00:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=373763&view=rss&microfeed=true
<![CDATA[ Playing the AIDS Game in China ]]> aidseducationchina.jpg The AIDS epidemic in China is huge and of serious concern to a lot of people (the best work I've seen to date is the wonderful and heartbreaking To Live Is Better Than To Die, an underground documentary by Chen Weijun on a hushed-up tragedy in Henan), but the Ministry of Education is using computers and 'games' of the quiz variety to fine effect:
Launched by the Ministry of Education and sponsored by the China AIDS Roadmap Tactical Support Project, the contest ran for three months last year, yet its effect continue - the site remains up and nearly 19 million people have logged on.

In a survey of participants, 95 percent found the test enhanced their understanding and concern for the HIV-infected and AIDS patients; the same proportion felt better equipped to protect themselves against the disease; and more than 83 percent thought the contest should take place regularly.


The girl interviewed in the article is from Yunnan, the province with the worst numbers in terms of infection. The government still isn't doing enough by most accounts, but even educational quiz games are a step in the right direction.

Students take up AIDS challenge [China Daily via PlayNoEvil, photo Wu Shuibin]

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Sun, 23 Mar 2008 18:00:30 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=371124&view=rss&microfeed=true
<![CDATA[ Call For Papers: Games, Learning & Society Conference ]]> glsconference.jpg It's a shame my summer is already booked up, because there's a couple of events I'd really like to be able to hit. The Games, Learning & Society Conference in Madison, Wisconsin (10-11 July) is one of those. According to their blurb, the conference is about "real-life people playing real-life video games, and what they learn from doing it; it fosters substantive discussion and collaboration among academics, designers, and educators interested in how game technologies — commercial games and others — can enhance learning, culture, and education." If you've got a paper you're sitting on, now is the time to submit it — submissions close on 31 March. Full details after the jump.

The fourth annual Games, Learning & Society (GLS) Conference will be held July 10-11, 2008 in Madison, Wisconsin. Sponsored by the University of Wisconsin-Madison School of Education and the Academic ADL Co-Lab, the GLS Conference fosters substantive discussion and collaboration among academics, designers, and educators interested in how game technologies - commercial games and others - can enhance learning, culture, and education. Speakers, discussion groups, and interactive workshops will focus on game design, game culture, and games' potential for learning.
For three years the GLS Conference has been the space for academics, industry leaders, educators, and policy makers to meet and to engage, not just in industry building, but in serious discussion about the current state of the field: where we ought to be headed, and what impact games can and ought to have on culture and society. We are planning the biggest and best year ever for this very important gathering, and we hope you will join us.

This two-day conference will be held at Frank Lloyd Wright's Monona Terrace Convention Center, overlooking downtown Madison's beautiful Lake Monona. Conference highlights include: a special session of hands-on workshops designed by and for videogame researchers and designers; a two-day lounge featuring Chat 'n' Frag sessions with key scholars and designers; fireside chats with industry leaders and special guests; a game room; webcasts of selected conference sessions; and our signature Thursday night dinner party.

We invite creative and interactive proposals for presentations, discussions, symposia, workshops, debates, respondents, and exhibits on topics and issues related to conference themes. To continue providing a high-quality program, all submissions will go through peer review and be evaluated with respect to quality, originality, clarity, and relevance to conference themes. Based on positive feedback from last year's conference, we especially encourage interactive session formats such as workshops, debates, and hands-on events for the GLS lounge.

Complete submission guidelines are listed inside the submissions site at http://glsconference.org. Submission format includes: Title; Abstract (500 words or less); Author name(s), picture(s), and short bio(s); and lastly, whether you would like your presentation to be considered for an interactive (workshop, chat 'n' frag, poster) or more expository (symposium, plenary) session. Submissions are due online by March 31, 2008.

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Sat, 22 Mar 2008 16:00:24 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=371008&view=rss&microfeed=true
<![CDATA[ Grand Theft Childhood: In Depth ]]> gtchildhood.jpg We've mentioned the latest study coming out on aggression, kids, and violent video games, a book by two Harvard researchers entitled Grand Theft Childhood: The Surprising Truth About Violent Video Games. In case you're just itching for more information on the study that comes down on the side of the gaming industry, an education blog has three lengthy articles up discussing the book. The three-parter (as of now) includes some thoughts on the research, an interview with one of the researchers, and some more thoughts on what all this means when it comes to parenting.

The book is due out next month, but there's lots of information floating around out there on the new study. The articles are quite lengthy all told, but worth browsing if you're interested in the subject.

Shoot-em Up Video Games - The Cause of Greater Anti-social Behaviors in Teens?; Author Reveals "The Surprising Truth About Violent Video Games"; Experts State: Do Not Banish - Instead, Manage Violent Video Game Play [Open Education]

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Sat, 22 Mar 2008 14:30:08 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=371029&view=rss&microfeed=true
<![CDATA[ Juvenile Timewaster of the Day: Questionaut ]]> I don't remember learning modules being this good when I was a munchkin: Samorost creators Amanita have put together a lovely game for the BBC, designed for 11 year olds. Questionaut is point and click, very pretty, and is tripping up adults left and right (that's what happens when you get far removed from your junior high school years and the concepts contained within, I guess). It's short and worth taking for a spin for the lovely environment alone, even if finding 20% of 140 is a bit below your intellectual level.

Questionaut [BBC via Rock, Paper, Shotgun]

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Sun, 16 Mar 2008 13:00:07 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=368406&view=rss&microfeed=true
<![CDATA[ Cosplay, Dress Up for College Credits ]]> Japan's largest vocational school, Vantan Career School, is offering an exciting new course this year: Cosplay. The three-month class, dubbed the "Cosplayers Course," teaches students how to do things like make light-weight, easy-to-carry costumes and how to do their hair and make-up. Says Cosplayers Course manager Satoshi Yamagiwa:


We had been running traditional fashion and hair/make-up courses for a long time, but we came to realize that many of our students wanted to apply those skills to cosplay.

The course includes 12 hours of tuition per week and costs a cool ¥560,000 (US $5,500). So far, the new class has attracted 35 students — approximately 80 and 90 percent women. The remaining percent merely look like women!
Cosplay Course [Japan Times via a geek by any other name] [Pic] ]]>
Tue, 11 Mar 2008 06:00:28 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=366254&view=rss&microfeed=true
<![CDATA[ IBM Launching Educational MMO For Teens ]]> powerup.jpg In an attempt to convince high schoolers that math and science are cool (hey guys, they're not beating down the door to history classes, either), IBM is launching a new, free to play MMO called PowerUp that will challenge players to solve problems involving solar, wind, and hydropower before the environment of a fictional planet is destroyed by mounting crises. Of course, there's more:

IBM international foundation president Stanley S. Litow said, "Innovation is the key to competitiveness in today's globally integrated economy, but just when we need it to skyrocket, interest in math and science has been declining in the United States. American competitiveness demands more interest in math and science by students. Virtual worlds and 3D are an unexplored resource in education. We asked our best researchers to incorporate the use of this technology into traditional educational curriculum."

We'll see how popular this experiment winds up being, but I'm sure we'll see more of the same in the future. The game is launching today, and you can find details at the game website.

IBM Announces Environmental Learning MMO For Kids [Worlds In Motion]

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Sat, 16 Feb 2008 13:30:33 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=357315&view=rss&microfeed=true
<![CDATA[ Wanna Study Game Design in Japan? Here's How ]]> by Brian Ashcraft

Going to Japan to make video games. It's the twenty-first century's version of running off and joining the circus. Lots talk about it, but few do it. Evan Shulgold did. He'd first come to study Japanese, but when his visa ran up, he thought about entering a college in Japan. "I was in an izakaya with a few friends discussing our futures, and one mentioned he had heard about this school called HAL," recalls Evan. "I looked into it, and it seemed perfect. It's a school in japan that would lead to a career in the video game industry. Plus they have close ties with Nintendo, and I'm a bit of a fanboy."

First founded in Osaka in 1986, HAL is a specialty school that focuses on game development and 3D computer graphics — as well as robotics and automobiles. By 1988, a Nagoya branch, where Evan attends, was added, and there are plans to open a Tokyo one in 2009. The institution has strong ties with companies like Nintendo, who provides HAL with Nintendo hardware so that students can work with tools actually used in the industry. That's doesn't mean everyone at HAL is gung-ho Nintendo. According to Evan, he's the only student with a Wii, and he's only seen two other kids playing DSes. "It's not that everyone dislikes Nintendo," he says, "They're all mostly into online games like Ragnarok Online." Still, guests like Nintendo's Shigeru Miyamoto occasionally make the trip out to HAL and speak with students. All the programming that's done for consoles is done for Nintendo systems (Game Boy Advance, Nintendo DS, GameCube). The GBA programming class even uses a programming manual that's designed especially for HAL students to use and learn from. "Before coming to HAL, I had literally zero programming experience," says Evan, "so i couldn't even begin to imagine what the code for a video game would look like."

halbooks.jpg Before entering, he had to first submit an application with his picture. The application consisted of his educational background, what he wanted to study, what his dream job would be, etc. Next, there was an entrance test and an interview. "The test was special for me since I'm a foreigner," says Evan. "I was really nervous about it, cause I really had no idea what it would be like." The test had a Japanese section ("very, very easy"), a logic section ("easy) and a math section ("I bombed it"). According to Evan, the interview wasn't the high pressured ones students typically experience in Japan.

Of course, classes are taught in Japanese. Was it hard to adjust to a classroom environment, taking courses taught in Japanese? "Surprisingly no, 95% of the Japanese used is just every-day conversational type stuff, and the technical terms are katakana, so no problems there," says Evan. The majority of his classmates are Japanese — international students are made up by mostly Chinese and Korean students. Typically, a few American students apply, however. "I've seen them passing through the halls and such," says Evan, "and either I'll be in conversation or they'll be so I haven't had an opportunity to talk to them." HAL is keen on attracting foreign students. Says instructor Toshiyuki Shimizu , "We'd love to have any foreign students with big goals and dreams." The student population is predominately male. "There are only three females in my class," says Evan, "and my teacher said that's three more than usual."

halmidimage.jpg
The students are given a great deal of creative freedom to work on their games. "Usually the teacher will give a 45-minute lecture and teach us a new command to use, for example how to make an enemy scroll across the screen," says Evan, describing a typical GBA programming lesson. "Then, we have the rest of the class (another 45 minutes, classes are all 90 minutes long) to program and play around with it. He doesn't give specific instructions on how to program our games, just the commands we can use, which I like." The focus here is actually making games, instead of hearing a teacher drone on and on — something that is all too common in the Japanese educational system. Keep in mind though, HAL is a trade school. It wants to teach a trade: Making video games.

Two year courses at HAL run US $22,000, while four year ones are double that. For those interested or curious, Evan's outlined five things needed for studying at HAL. They are, in his own words:

1. Japanese level
I'm actually pretty surprised about how simple the Japanese used in classes is. Like my teacher said, if you can have regular conversations with people, you'll be OK. It depends on what you study, but obviously a lot of computer-related technical terms are katakana (words borrowed from English), so you likely won't have any problems. On the entrance test, there were a few Japanese questions, but they were about level two or three of the Japanese Language Proficiency Test. Not too difficult. There was also an interview. The questions weren't too difficult, and were mostly things you'd be asked by the old drunk Japanese guy sitting next to you and your friends in an Izakaya. It seemed to be more about making sure I could keep up with conversation than actually screening my personality or anything.

2. Math
All of the math I've run into so far has been Algebra 2 or lower. Nothing too advanced, but for someone like me who hasn't done ANY math in about five years, it's important to brush up a bit.

3. Money
Get your funds secured ahead of time. This may be pretty difficult, but it'll save you a lot of hassle and worrying. Try to get enough to cover ALL of your tuition. I'm not 100% sure how it works with colleges in America (as I've never been), but HAL required payment of the entire year's tuition up front. Scholarships are certainly available, but that's something to investigate individually.

4. Be outgoing
My first day, I was nervous as hell. I didn't know anyone, had doubts about my Japanese ability, didn't know how my classmates would take to me, etc. But you know what? Other than the Japanese ability situation, all my classmates were in the same boat. No one knew each other, everyone was nervous. No one really talked to anyone else for the first week or two (which was all orientation), but now we're a pretty tight-knit group. The class has been awesome about accepting me in and not treating me any differently because I'm not Japanese. If you're friendly and try to talk to people and show them you can speak the language, you'll make friends in no time.

5. Look up words you don't understand
...and even ones you DO understand, but can't say in English. I've learned a lot of technical terms related to programming and computers, but I don't know the English equivalents. If things don't go according to plan and I end up looking for work back in the states, I may be screwed because I don't know the lingo. Keep a "just in case..." state of mind about everything, and don't get locked into the thought process that you'll be in Japan no matter what. You never know.

Evan Shulgold can be reached at evaninjapanATgmail.com
evan.jpg

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Fri, 18 Jan 2008 11:20:32 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=346388&view=rss&microfeed=true
<![CDATA[ Gearbox Cares, It Really Does ]]> Back in late December, I visited Gearbox's Dallas headquarter. Nice digs. The company looks like it's doing well, growing — especially with a handful of big titles coming out this year. That doesn't mean Gearbox isn't giving back! Oh, no. The company is giving US$50,000 to help establish the Fellows Scholars program at Southern Methodist University in Dallas. This financial support will entail support for art creation, level design and software programming for graduate students. Gearbox will also mentor for students during their study. The dev even donated an audio lab to SMU. Says Gearbox honcho Randy Pitchford:


The only thing growing faster than our industry is the critical need for new and creative talent. I think it is clear that the videogame industry has the vast financial support and consumer demand it needs to continue its global growth. But what I and many industry leaders are very worried about is hiring and retaining world class talent.

Since 2004, 15 SMU grads have joined Gearbox. Good for them. Good for Gearbox. Win, win!
SMU Program [GamesIndustry] ]]>
Wed, 09 Jan 2008 02:00:06 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=342555&view=rss&microfeed=true
<![CDATA[ D is for Digital Recommends More Educational Games ]]> d%20is%20for%20Digital.jpg

Kids (or, more likely, parents) may have more educational games to choose from thanks to the recommendations of the D is for Digital report, unveiled during the Sandbox Summit at CES. The report was put together by the Joan Ganz Cooney Center, a recently established production and research group that looks into the educational potential of interactive media. The study isn't game specific, but it seems to hint heavily that video games do make up a large part of the range of interactive media that children come in contact with.

The report looked at how children were being shaped by interactive media, yet there remain limited efforts by the media industry to keep up with higher standards for education:

Of the 300+ products studied, the paper found that most do not take advantage of available research regarding children's educational needs particularly in a global economy where literacy and learning requirements are fast evolving.

Out of those 300 products, only two video games qualified as educational "based on explicit educational curriculum design available in the market."

It wasn't all fire and brimstone for games, however, as the report also recognized the gaming industry as one of tremendous potential for education. Recommendations included more emphasis on educational video game development, and more intergenerational interaction, meaning games should be set up so adults and children can (and want to) play them together. For a look at the report, visit the Joan Ganz Cooney Center publications page.

Joan Ganz Cooney Center Finds Cause for Both Concern and Optimism in Billion Dollar Digital Media Industry Targeting Kids [CES Press Office]

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Tue, 08 Jan 2008 14:00:19 MST torif http://kotaku.com/index.php?op=postcommentfeed&postId=342179&view=rss&microfeed=true
<![CDATA[ Making Video Games With 5th Graders ]]> homeworkmonster.jpg Giancarlos Alvarado is an elementary school teacher in Trenton, NJ and he let us know that he's written a piece on the unique approach he's been taking in his fifth grade classroom - designing a video game called Earthquake Terror: After Shock with his students. There's been a lot of attention given to the use of games in an educational setting, and it's great to read about the success of one teacher-designed plan of action - kids love it and parents and other teachers are equally as enthusiastic. But Alvarado is also honest with the problems and limitations of implementing such a program:

Parents and co-workers have been overwhelmingly positive about the project, citing its originality as a catalyst for more independent reading and learning ....

Video game development in the classroom is not for everyone and is still very difficult to implement today. A teacher must be not only highly computer literate and programming savvy, but also well versed in a middleware program such as RPG Maker XP. In order for a project such as ours to be applied to an everyday curriculum, teachers would require vast amounts of training, which is a costly obstacle.

The game was submitted to the 2008 IGF Student competition, and Alvarado says the students will be working on the game through the end of the school year. The article is short and sweet, but explains how the project came to be and how the class is putting together their game.

Making Video Games ... With Fifth Graders [Game Career Guide]

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Sun, 06 Jan 2008 14:30:00 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=341246&view=rss&microfeed=true
<![CDATA[ Unreal Engine Invades Kids' Summer Camp ]]>

iD Tech Camps, a sort of summer camp for children interesting in game development and computers, announced today that they will be offering classes on using the Unreal Engine 3 tools to make games to six or seven students this year. The instruction sounds like it will be heavy on the modding, but there will also be instruction on creating original games and environments.

"We've partnered with iD Tech Camps because of their reputation for quality game development instruction for teens," said Mark Rein, vice president of Epic Games. "Unreal Tournament 3 delivers unparalleled game quality that gamers have come to know and expect from Epic Games. We are reaching an audience of gaming enthusiasts who play the game as well as learn to design and mod with our deep set of tools."

This seems like a pretty smart move on Epic's part. It's sort of like Apple giving computers to schools to use in their labs. It hooks kids when their young.

Video Game Camp Uses Award-Winning Unreal Tournament 3 to Teach Valuable Game Development Skills

CAMPBELL, CA - January 3, 2008 - Today's teens are the first generation born into a world completely oriented around technology. Their births were announced on a cell phone and their images growing up were sent to family on the Internet. They have social networking pages and build relationships by calling and texting friends.

So what's the best way to teach technology, and more specifically, the emerging field of video game development, to teens? Campbell, CA based iD Tech Camps, America's largest national youth summer computer camp, thinks it has the answer. Instruction is broken into manageable parts and classes promote hands-on learning in small groups of just 6 or 7 students—a big departure from a typical school classroom of 30. Topics at the camp focus on the interests of teens. And who wouldn't want to make their own video game? The small peer group collaboration and emphasis on experimentation encourage exploration and creativity in the rapidly expanding field of video game development.

"We provide an environment where instruction is personalized and fluid," said Pete Ingram-Cauchi, president and CEO of iD Tech Camps. "Teens choose our computer camp because we have the cutting edge software and tools that are most relevant in the industry. Partnering with industry leaders like Epic Games is vital. They believe in our teaching philosophy. They understand that a key component to offering the best tech courses involves instruction of the industry's leading game engine, Unreal Engine 3, as provided with the Unreal Tournament 3 game."

Midway, a leading interactive entertainment publisher and developer, and world-renowned developer Epic Games, Inc., recently announced that the highly anticipated and award-winning Unreal Tournament 3 game has shipped for PC. Building off of the massive success of Gears of War, the 2006 Game of the Year, Epic Games has brought the world's premiere and multi-million unit selling first-person shooter back to the PC. Students at iD Tech Camps will get instruction on the Unreal Engine 3 tools that ship as part of the Unreal Tournament 3 PC version. This way they are getting training in a world-class professional game engine that has also been used in award-winning, million-selling, games including Gears of War, Mass Effect and BioShock.

"We've partnered with iD Tech Camps because of their reputation for quality game development instruction for teens," said Mark Rein, vice president of Epic Games. "Unreal Tournament 3 delivers unparalleled game quality that gamers have come to know and expect from Epic Games. We are reaching an audience of gaming enthusiasts who play the game as well as learn to design and mod with our deep set of tools."

iD Tech Camps and the iD Gaming Academy use the recently released Unreal Tournament 3 in their curriculum and during NVIDIA-hosted Gaming Tournaments. Students will be able to modify Unreal Tournament 3 by adding new levels, redesigning skins or replacing characters to customize game play through interactive modding tools. They can also create 3D video games and design 3D environments and levels complete with advanced special effects.

The "couch potato" characterization of video game players is being tossed out the window. Players no longer passively play; they build their own environments, characters and strategies. Educators and manufacturers are responding by providing the training, technology and tools that allow users to be more than just players.

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Thu, 03 Jan 2008 17:00:02 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=340137&view=rss&microfeed=true
<![CDATA[ School Offering Game Time as Reward ]]> math_instructions.gifSelly Oak School in Birmingham is trying a new technique to motivate students. The top 180 out of the 410 pupils receive "platinum award cards" that grant them special access to a game room featuring a Wii and other consoles. Plus, the top 20 students get to wear special uniforms (OK, this part actually has nothing to do with gaming, but we just wanted to mention that we totally don't care at all that they get to wear those stupid uniforms when we don't). And apparently the reward system works, since teachers are now spending half the time they used to on discipline.

So wait, these kids get to play Nintendo Wii in school? All I got for finishing my work quickly was first dibs on Carmen Sandiego and Oregon Trail. Actually, never mind. I didn't have it so bad after all.

Brit's School Mantra
[via opposablethumbs]

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Mon, 17 Dec 2007 12:40:28 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=334782&view=rss&microfeed=true
<![CDATA[ 'Is Our Children Reading?' - A Defense of Video Games ]]> phoenix-wright.jpg Reader Chris W. pointed us to a nice little piece in The Guardian on the questions of video games and literacy, with author Steven Poole coming to the defense of that medium we're all so fond of. It's nothing new for those of us who game, but it never hurts to have another (reasonable, rational) voice in the chorus. Poole points out there are plenty of games out there that require as much reading as the average children's novel (if not more), and while the quality of writing may be variable, it's not as if every paperback on the shelves is fantastically written.

Ah, but is the writing in these games any good? Well, it's variable, like the writing in books. Some of it's rubbish and some of it is very good. (In my opinion, Phoenix Wright is funnier and cleverer than most TV made for adults.) But quality doesn't really matter. My memory of reading as a child is basically that of voraciously hoovering up any old crap. (This turned out to be excellent training for becoming a book reviewer.)

Not all of the games that children are playing are so dependent on reading, of course. Doubtless children are also playing a lot of games where you race shiny cars or shoot zombies into bloody chunks with massive guns. Well, everybody has to relax now and then. To insist that a young person spend every minute of his or her waking day in adult-mandated forms of self-improvement would be a kind of child abuse.

In answer to the 'is our children reading?' comment - no, they're probably not reading as much as they 'should,' but Poole's point about new forms of literacy is a well-taken one. Not that it will stem the tide of 'Video games are ruining literacy rates!' screeching, but one can dream ....

Is our children reading? [The Guardian]

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Sat, 01 Dec 2007 14:00:23 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=328879&view=rss&microfeed=true
<![CDATA[ Coventry University Takes 'Mobile Campus' To New Heights ]]> coventry.jpg In the past couple of months, there's been lots of 'news' regarding colleges and businesses making a (somewhat) mad dash for virtual spaces in the hopes of upping enrollments, offering virtual tours, and perhaps making that Biology 101 class a little less boring. Coventry University in the UK is taking the virtual model and running with it, sans Second Life - I have to admit the idea of some sort of virtual doctoral coursework makes my blood run cold, but I've got to give them credit for trying to be ambitious:

The university wanted to help give its Serious Games Institute (SGI) a technology platform on which to build a digital model of the campus building, so that students' movements in both the real building and its virtual reconstruction trigger location based access to learning content and experiences. This means that content can be pushed to students by the most suitable method for their location and the device they are using.

The solution uses Cisco wireless location services to track real-world positions and movements integrated within the Giunti Labs learn eXact® learning content management system. The Giunti Labs software also allows any form of digital learning content to be repurposed 'on the fly' for use either in the virtual SGI environment or via any device connected to the Coventry University Cisco wired and wireless networks.

And there's more, naturally - while I've no doubt some people would find all this stuff useful, I'll take my in-person seminars and not having bleeding eyes from trying to do everything via mobile device.

Coventry University creates a unique mobile learning environment in its Serious Games Institute [Click Press]

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Sat, 01 Dec 2007 10:00:55 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=328838&view=rss&microfeed=true
<![CDATA[ Call of Duty 4 Busts Out Funny Arabic Mistakes ]]> Sure, we've seen our share of funny in-game English. But what about other languages? Just because we can look at other cultures failed attempts at the English language, does that mean Western developers are free from foreign language fuck ups? Nope. Reader Hatem points to the Arabic in Call of Duty 4. Arabic is read right to left, but many of the in-game Arabic signs have been mirrored right to left so they come out backwards, funny and strange to native speakers. As Hatem points out, almost all the letters in Arabic connect. More often than not, the in-game signs feature Arabic letters that don't connect, changing meaning. Explains Hatem:


at first glance an arab reading person would think : WTF?? ... turns out they read "ضربة قاضية" which means "K.O aka Knock Out" , but here's where it got fucked up , arabic is one of those languages where almost all letters connect, but that didn't happen in this texture heh , and they made the mistake of writing it from left to right <_<;

That's not all. Hit the jump for more COD4 Arabic language mishaps!

n618609256_448380_7401.jpg


another example of fucked up by separating the letters and then writing them from left to right , this one says :
"وحدانية" , i assumed by the fist image that they wanted it to mean "Unity" but the word they used usually means "Solitude" , it shoulda been "وحدوية" or "وحدة"

n618609256_448382_8415.jpg And, this isn't so much a boo-boo, but a funny:


well .. nothing wrong with this one , i just found it funny that the company name is "Whomever Tourism Co." or "Anyones Tourism Co." hehe

Interesting stuff! Thanks, Hatem! ]]>
Tue, 20 Nov 2007 05:00:25 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=324617&view=rss&microfeed=true
<![CDATA[ Learning With Pokemon ]]> For years Pokemon has been leaching away effectiveness from the learning process for school children around the country, so it's about time they gave something back. The National Institute of Aerospace and Nortel LearniT have teamed up with Nintendo to offer free, Pokemon-themed lesson plans to aid elementary and middle school teachers in capturing all of their students' attention. There are a wide variety of subjects available, from space travel to universal expansion, all featuring that distinctive Pokemon flavor.

"We're honored to have our characters take what sometimes may seem like dry topics and help make them come alive for students," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "The collaboration provides an opportunity for children to learn 21st century science using 21st century tools with characters they're familiar with."

I went ahead and downloaded the lesson plan that involved building a two-stage rocket, and while the PDF did indeed include a Pokemon-themed header and sidebar, I found no mention whatsoever of pocket monsters in the text. Perhaps you are meant to wave the printouts around to draw the children's eyes towards you. *shrugs*

This isn't the Pokemans first foray into learning, mind you. You can find interactive math, science, language arts and life skills lessons online at www.PokemonLearningLeague.com.

SCHOOL LESSON PLANS USE THEMES FROM LATEST POKEMON VIDEO GAMES TO TEACH SCIENCE

Free Lesson Plans Allow Students to 'Master the Science ... Master the Game'

REDMOND, Wash., Nov. 7, 2007 A new in-school program uses basic characters and themes from Nintendo's popular Pokemon Diamond and Pokemon Pearl video games for Nintendo DS to teach elementary and middle school students about science. Nintendo of America, Inc., The National Institute of Aerospace (NIA) and Nortel LearniT, have teamed up to make it fun for students to learn the sciences using imagery they already know and love.

Now through December, a variety of printable lesson plans and classroom activities developed by NIA are available to students and teachers at www.masterthescience.org. For instance, a lesson plan might teach elementary school students how to tell time using a sundial, or middle school students about how the universe is expanding. An activity component is also built in, where teacher and student questions can be submitted and answered by science experts.

"We are thrilled to offer educators a resource program that utilizes popular characters to enhance the learning experience for students in fields of study that will only grow more crucial as we move forward in the 21st century," says Robert Lindberg, NIA's President and Executive Director.

"We're honored to have our characters take what sometimes may seem like dry topics and help make them come alive for students," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "The collaboration provides an opportunity for children to learn 21st century science using 21st century tools with characters they're familiar with."

"We know through our Nortel LearniT initiatives that technology integration in the classroom makes learning both exciting and engaging," says Greg Farmer, VP, Nortel Government and Community Relations. "As an organization that believes technology can enable opportunity, we are proud to be associated with this project."

Pokemon is no stranger to in-school education. Teachers and students can also visit Pokemon Learning League (www.PokemonLearningLeague.com) to access its award-winning interactive online lessons in Math, Science, Language Arts and Life Skills.

For more information about the "Master the Science ... Master the Game" in-school program, visit the Web site at www.masterthescience.org.

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Wed, 07 Nov 2007 08:20:00 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=319823&view=rss&microfeed=true
<![CDATA[ Do You Have A Gamedar? ]]> 921ndimm.jpg In case you missed the memo, we'll bring you up to speed: Just because women don't have penises, doesn't mean they aren't gamers. What's more, women in college play video games. USC student paper Daily Trojan profiles some female co-eds who are totally into games, blah, blah. Swell! That's ground we've covered before, so we'll skip that. Instead, we bring you this nugget:

Celeste McWhorter could probably identify [fellow female player] Soriano in the middle of Trousdale. She said she has gamedar, like gaydar for gamers, she informed me with authority.

"Hey, it takes one to know one," she said.


And so, just like that, "gamedar" enters the lexicon. (Note: Celeste McWhorter is a junior and not related to our own Michael McWhertor, who tipped us about this story.)
Video Games Not Longer Old Boys Club [Daily Trojan]

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Wed, 07 Nov 2007 06:00:05 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=319697&view=rss&microfeed=true
<![CDATA[ Play MMOs, Learn A Second Language ]]> wowchina.jpg While perusing GameSetWatch, I hop skipped my way through a couple of blogs and found myself at a very interesting article in T.H.E. Journal on using MMORPGs in educational contexts, specifically on their use in second language acquisition. And here I've been doing it the old fashioned way all these years! It's a lengthy article, but worth a read through - author John K. Waters talks about a number of studies and approaches to the topic, but all of them are focused on use WoW and its ilk for educational purposes:

... the results do suggest that EverQuest, and possibly MMORPGs in general, reinforce language acquisition for a number of reasons. The pursuit of quests, for example, requires players to become what Rankin calls "active learners" who engage with other players and the gaming environment. The study also supports Schneider and Zheng's conclusion that the games are inherently motivating.

"The game requires them to do things," Rankin says, "to read directions, to interact with other avatars, to travel over the landscape; that's why they learn the language. You have to comprehend the information that's in front of you in order to advance to different levels and complete the quests. And you can't complete the quests without asking for help from other players, which, again, requires you to understand the language."

This ties in a bit with some of the debate over 'serious games'; I guess just about anything can be made 'serious' in the right context. I especially loved the suggestion that Blizzard could make a killing if they opened ESL servers up in Asia.

On a Quest for English [T.H.E. Journal via Educational Games Research

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Sun, 04 Nov 2007 11:30:30 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=318617&view=rss&microfeed=true
<![CDATA[ Hey Old People, These Are Video Games ]]> olddudesthefinger.jpg It's not old people's fault they are old. Blame their parents! AARP, formerly known as the American Association of Retired Persons, has some gaming tips for those who have never played before or just arrived from the past via time machine. Game site Joystiq has pulled these choice quotes from the video (don't trust the transcript!):

• "First you need to understand that there's boxes." (Referring to the consoles.)
• "The controller actually controls it."
• "Most games just use one or two buttons."
• "It's as easy as hooking up a CD player to your TV."

Got it? Good. Thanks for the masterclass, AARP!
How to Play Video Games [AARP via Joystiq]

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Fri, 02 Nov 2007 01:00:50 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=318068&view=rss&microfeed=true
<![CDATA[ More on the New Danish 'Gaming School' ]]> kespacopenhagen.jpg As mentioned last week, Copenhagen eSports is opening a school for gamers. ZoneRank went to the horse's mouth (in this case, Rasmus Pedersen, head of the project) and got some more information on the particulars - and it sounds like they have some lofty goals, to say the least:

In the short term we will invest a lot of effort in the training courses that we will offer gamers. This is a new thing, we're offering, and we also have some things to learn here. Also, it's very important for us to get the entire infrastructure involved in our online activities to run really well right from the start. In the intermediate term we will be adding content as well as new courses to GaminGSchool and in that way open it to more people. We will arrange some great tournaments, and help develop a proper fan culture to give the gamers a real sense of being a part of something great. In the long term ... well. We might organise a national gaming league and even a world championship.

Perhaps even loftier aspirations than the usual 'teach using games!', which is what I thought of initially. It's an interesting interview - concepts like this usually get at least an eyebrow raise out of me, but it's making a little more sense in context.

The Gaming School - Rasmus Pedersen [ZoneRank]

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Sat, 20 Oct 2007 12:00:28 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=313171&view=rss&microfeed=true
<![CDATA[ Copenhagen eSports Opening Danish Gaming School ]]> copenhagencoatofarms.png If you're a Danish youngster who games (and lives in Copenhagen), you could soon have the opportunity to attend a gaming school. I'm not exactly sure where the education part of this all fits in - are we talking extracurricular programs or an entire curriculum focused on gaming? - but after talks with the Korean e-sports organization KeSPA, the joint project between Copenhagen eSports and a Danish youth group called Ungdomsringen is getting underway:

Copenhagen eSports's Rasmus Pedersen has been working on this project for a while, but has only recently completed it after several meetings with representatives from the Korean E-sports Organization, KeSPA and Korean games industry executives. These meetings have helped Copenhagen eSports to make their goals clear and to reach them the best way possible. This school will be set up in the Danish capital Copenhagen and will have an area of 500 square meters.

The school will focus on important aspects of gaming, computers and personal development. Example topics that the school will work on are: how to play computer games with common sense, problem solving, how to handle conflicts and teaching how to learn through computers.

There's no scheduled opening date, but I'm curious to see how this pans out - there have been some fairly high profile American proposals for gaming-centered schools that are still in the planning stages. Will this be the start of a new wave of teaching methodology, or will we be reading articles about how it flopped - and how! - in the New York Times in a decade?

Copenhagen eSports Starts Gaming School [ZoneRank]

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Sat, 13 Oct 2007 12:30:05 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=310562&view=rss&microfeed=true
<![CDATA[ Rock Band Q&A by MTV ]]> Over on the MTV Multiplayer blog, they hit up Harmonix to get some answers about their upcoming corporate collaboration, Rock Band. There's not really new info, but we've seen a lot of questions in our own comments like "will Guitar Hero controllers work with Rock Band?" (yes) and "will a Wii version come out?" (unannounced at this time) and we thought everyone could use a quick brush up on their Rock Band knowledge from the horse's mouth. Not that we think Harmonix is a horse. Or MTV. They all seem like nice guys. And gals. And transgenders. And possible aliens living in human skin.

Your "Rock Band" Questions Answered ("Guitar Hero" Compatibility, Bundles, Etc) [mtvmultiplayer]

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Tue, 09 Oct 2007 11:40:17 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=308674&view=rss&microfeed=true
<![CDATA[ The Wii Inspires Students To Care Where They Live ]]> David Brantley is a teacher at Cumberland Elementary. An otherwise normal guy, Brentley is the first school teacher in his district (and many others we suspect) to realize that the Wii's forecast and news globe could be a great learning tool in the classroom, engaging students more than traditional maps. As Brantley puts it:

We do everything that's traditionally done...But as soon as we've done a little bit and they know it, we can turn around and make it a game and have fun.
The investment for a Wii is just $250, which even under tight school budgets, is probably not much less attainable than a new standard globe. And speaking from personal experience, even though I know my geography as well as the next guy, the Wii's news mapping puts stories in a context I otherwise don't fully process. Now if it were only efficient enough to use in blogging...

Game system lowers learning curve at Cumberland [journal&courier]
[image]


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Fri, 05 Oct 2007 04:00:05 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=307236&view=rss&microfeed=true
<![CDATA[ LA Kids Learning Via Video Games ]]> kidsddr.jpgNow I have another reason to want to go back to school besides really cheap little rectangular pizzas. Starting today, children in schools across Los Angeles County will be playing video games in class...or more specifically as class. PlaySmart is a unique education program created by non-profit organization Star Inc. that uses video games to teach children skills like problem solving, objective thinking, literacy, and jumping on turtles. The program takes games like DDR, Mario Kart, and the Pokemon card game and twists them into tools for teaching PE, team building, and positive gamesmanship, whatever that means, noobs. Hell, if I had DDR in gym class I wouldn't have had to wear that fake cast every day. Check out the program's website for more details on this innovative merging of games and education.

PlaySmart

Commencing Oct. 1, 2007, PlaySmart rolls into schools all over Los Angeles County. Billed as a unique educational program from STAR Inc., PlaySmart uses existing and popular games as a means of teaching school age children skills such as problem solving, technological familiarity, objective thinking, literacy and other right and left brain exercises.

PlaySmart employs games such as Dance Dance Revolution™, Pokémon™ TCG and various other video games to enhance instruction in physical education, literacy, group dynamics, team building and positive gamesmanship.

STAR Inc., a 501 (c )(3), charitable non-profit organization's mission is to offer extended educational, recreational and enrichment programs to students; support and enhance school curriculum; improve student achievement; and expand the cultural base of young people through innovative, quality programs offered by highly qualified instructors.

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Mon, 01 Oct 2007 10:20:06 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=305632&view=rss&microfeed=true
<![CDATA[ MIT Pranks Harvard With a Bit of Halo Lovin' ]]>

In the great tradition of decades of "hacks" (us, non-collegiate types call them pranks), the folks at MIT snuck into Harvard Yard on the day of the Halo 3 launch and dressed book-donor John Harvard up as the Master Chief, complete with a fancy Spartan Helmet and Battle rifle. What amazes me is how they manages to make the additions look like they were made of the same material as the statue.

Halo 3 John Harvard [Thanks Jeremy and everyone else who sent in tips]

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Thu, 27 Sep 2007 11:00:07 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=304317&view=rss&microfeed=true
<![CDATA[ Nintendo Backing Handheld Learning Conference ]]> hl2007-logo.png In a pairing that is totally out of the blue, Nintendo is sponsoring next month's Handheld Learning Conference and Exhibition, taking place next month in London (Oct. 10-12). This is the conference's third year running, and as its name would imply, the focus is on the application of everything from cell phones to the DS in educational settings. It's nothing new, but the use of new-fangled technology is gaining more traction in educational settings:

"The Handheld Learning Conference and Exhibition brings together so many thought-leaders it is natural that Nintendo gets involved with this important educational conference," said David Yarnton, Nintendo UK's general manager. "As the biggest supplier of handheld entertainment, Nintendo is already driving learning across all age groups with its products, in particular the Touch Generations series, including Dr Kawashima's Brain Training: How Old is Your Brain? and Big Brain Academy." Graham Brown-Martin, managing director of Handheld Learning added, "The majority of gaming devices - and particularly those by Nintendo - all feature local and wide area networking capabilities, which are exploited by its software titles to enable positive social interaction and networks. Whilst the world has been focusing on the $100 laptop Nintendo had already developed one in the form of the Nintendo DS."

More information on the conference and exhibition can be found at the Handheld Learning 2007 website. [via Next Generation]

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Sat, 22 Sep 2007 14:00:35 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=302664&view=rss&microfeed=true
<![CDATA[ Australian Editorial Supports Pre-K Gaming ]]>

Well sort of...

The opinion piece written by Rathika Suresh for The Australian only mentions gaming at the beginning to lump it together with computer games, educational applications and the Internet. It goes on to argue that computers, and those things he linked to them like gaming, are here to stay; and that they play an "integral and growing role in education, work and communications, and the sooner a child becomes comfortable with this technology, the better."

He says the important thing is that you keep an eye on the content they access using the internet, computers and gaming systems. I whole-heartedly agree. He also points out that according to Early Childhood Australia, parents and caretakers should "guard against exposing children to software applications that use stereotypes relating to gender or culture." Also a good point, at least for young children who are still forming opinions and developing ideas.

The piece wraps up by calling for Australian ICT professionals to develop programs, tools and services that use that technology to expand a child's horizons beyond their personal experiences. I'd like to add game developers to that list. It might not be a big money maker, but it's an important part of being a good corporate citizen. That's why I also get so excited when I see things like the PS3's Folding at Home project or Microsoft's university level indie development programs.

Preschoolers need computer access [The Australian]

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Mon, 10 Sep 2007 16:00:03 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=298172&view=rss&microfeed=true
<![CDATA[ Pink Panther To Maul Children's Minds ]]> pinkpanther.jpgThe Pink Panther has never struck me as a particularly educational franchise. If anything French police detective Jacques Clouseau has the potential to make children even dumber, and my memories of the cartoon character always bring to mind Owens Corning insulation, but apparently Compedia sees things differently. The edutainment game company have partnered with MGM to create a series of educational titles featuring the cartoon cat. Compedia CEO Shai Newman is confident.
With millions of CD ROMs sold in over 40 markets, we are confident that we will have good sales results with the new Pink Panther line of products. The games will allow kids in many countries to play our user friendly, high quality games and enjoy the fun of learning with the Pink Panther
The Pink Panther was once voiced by Matt Frewer of Max Headroom fame. Your child will never learn anything from something associated with Matt Frewer. Look for the first titles to be previewed at Leipzig next week.

MGM And Compedia Partner To Develop Pink Panther Interactive Games

New PC Games Hit Shelves this Fall/Preview at Leipzig GC 2007

Los Angeles, California (August 16, 2007) - This fall, Compedia, an industry leader in the international edutainment games market, will bring in some fun with the launch of a new line of the Pink Panther interactive games. Through the deal with MGM, Compedia will develop educational games for the CD-Rom format starring "the Pink Panther" touching subjects like the environment, preservation, and astronomy.

The Pink Panther interactive line will feature high quality graphics and animation, engaging activities and charming songs to make the learning experience more fun.

"With millions of CD ROMs sold in over 40 markets, we are confident that we will have good sales results with the new Pink Panther line of products. The games will allow kids in many countries to play our user friendly, high quality games and enjoy the fun of learning with the Pink Panther," said Mr. Shai Newman, CEO of Compedia. "Compedia is delighted to cooperate with MGM to bring quality family-friendly games to the market"

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Thu, 16 Aug 2007 09:20:06 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=290095&view=rss&microfeed=true