<![CDATA[Kotaku: learning is fun]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: learning is fun]]> http://kotaku.com/tag/learningisfun http://kotaku.com/tag/learningisfun <![CDATA[National Gaming Day at Your Local Library]]> November 15th is National Gaming Day at your local library (apparently); they're billing it as " the largest, simultaneous national video game tournament ever held! Kids will be able to compete against players at other libraries and see their scores in real-time online while playing at their local library." What's pretty cute is the justification for holding such an event — the FAQ is a thing of beauty, including questions like "aren't video games just a passing fad?":

1. Aren’t libraries about books and reading?

In the 21st century, libraries are about much more than books! In fact, libraries work very hard to provide patrons of all ages with a rich and current menu of CDs and DVDs, as well as electronic and online resources. Video game resources and programs at the library actually complement these existing services. Featuring this new gaming media helps the library expand its reach while meeting community expectations.

2. Aren’t video games just a passing fad?

Actually, video games have been popular for more than 30 years. In fact, three generations have grown up with video games - Generation Xers, Generation Y, and Millennials. It’s not only the digital natives who are playing video games. The average age of today’s gamer is 35-years old, and Baby Boomers and Seniors are playing them more than ever before! Libraries across the country are offering family gaming nights that bring the generations together for a gaming experience they can’t share anywhere else.

3. Why should kids play video games at the library?

Lots of kids play video games at home – alone, with siblings, or with friends. The library is a safe and non-commercialized space. At the library, kids socialize with their friends and play video games while surrounded by books, librarians, and knowledge. Video gaming at the library encourages young patrons to interact with diverse peers, share their expertise with others (including adults), and develop new strategies for gaming and learning.

There's several more bits of promotional material, and while I think this move to get games into public libraries is of questionable efficacy in terms of getting them to read books, it's interesting watching gaming move into a really public space (and targeted at kids, no less) in a concerted manner.

National Gaming Day @ Your Library [I Love Libraries via GameSetWatch]

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<![CDATA[Can Guitar Hero Make Children Smarter?]]> Can video games make children smarter? This is the question the American Library Association is looking into, conducting tests in various library systems throughout the country to see if getting children into the library helps promote literacy or just results in having a bunch of kids in the library playing video games. Tucson's News-4 posted a special report today on how the project is going at the Pima County Quincy Douglas branch, where children can come and somehow gain literacy by playing Guitar Hero and "Karaoke".

I'm not all that clear on how Guitar Hero is going to promote literacy. When you think about it, the very concept of Guitar Hero is about dumbing-down an activity so every one can do it, which would make it the literary equivalent of a McDonald's picture menu, but it sure does give News-4's reporter an excellent chance to stand on camera with a guitar controller. Hit the jump for the video report, condemned there due to its auto-starting nature.


I think overall the answer to the question, at least in regards to the games they are playing, is not really, but I think we should all lie and make it seem like the children are smarter just so we can stop by our local libraries and play Guitar Hero in the future.

Do video games make kids smarter? [KVOA News 4 via Game Politics]

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<![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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<![CDATA[Sony Trains Future Engineers With PlayStation-edu]]> Sony is always on the prowl for engineers and programmers with a familiarity with their hardware, but they haven't exactly made it easy to get your hands on a development kit in the past. That all changes now as SCEA introduces the PlayStation-edu program, which focuses on familiarizing you engineers and programmers with the PlayStation hardware.

Qualifying institutions (college level and above) will be given a chance to purchase PSP and PlayStation 2 development kits complete with the hardware, dev software, and SDK, along with demo codes and samples so teachers can illustrate how the hardware works to students. The goal here is to generate a fresh crop of college graduates armed with the knowledge they need to create on SCEA hardware.

Interested parties can hit the link below for contact information, and if you are currently in a game programming or computer architecture class, start bugging the hell out of your professor so you too can get your hands on a PlayStation 2 with the word TOOL on the side in big letters.

PlayStation-edu [The Official PlayStation Blog]

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<![CDATA[You Too Can Say "Fils-Aime" Correctly]]> Fils-Aime. That's pretty easy to write. But to pronounce? Tricky. It's not "Phils-Aim" or "Phils-Amy." It's "Fee-Suh-May." Crud, I always thought it was "Fez-Amee" and probably even call him that. To his face. So, everyone, let's practice! One, two, three, "Fee-Suh-May."

High fives all around!
Listen Here [Multiplayer Blog]

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<![CDATA[How To Pronounce Ubisoft]]> Stephen Totilo over at the new and improved MTV Multiplayer Blog has just launched the first in a series of MTV Multiplayer's Pronunciation Guides. To launch the new extremely helpful and indeed educational series, we learn how to pronounce Ubisoft once and for all, with the help of Art Director Alexandre Amancio, Creative Director Clint Hocking, and Producer Louis-Pierre Pharand. My only suggestion is that they splice the "The More You Know" sequence at the end of each guide, and maybe settle the bet Crecente and I have going on how to pronounce his last name once and for all in a future episode.

How To Pronounce... "Ubisoft" (The Official Explanation) [MTV Multiplayer]

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<![CDATA[10 Million DS Lites Sold in Japan]]> According to Famitsu, the DS Lite passed the 10 million units sold mark in Japan during the past month. The handheld sold 702,843...wait *recounts* sorry, 702,844 units in April, nearly two and a half times it's closest rival, the Nintendo Wii. I suppose that isn't really a rivalry. That's a pizza party at the Nintendo offices, that's what that is.

Worldwide the DS Lite has sold 22 million so far, with the DS line in general over 40 million.

So half of the DS Lite sales in the world are in Japan. I think we can attribute this to Japan's population density of over 870 people per square mile. The DS has proven an excellent way for Japanese people to look at something other than other Japanese people for five minutes. In contrast, the US population density is only 80 or so per square mile, which is good because sometimes we smell weird. Not bad, just...kind of off, ya know?

10 million DS Lites sold in Japan - Famitsu [GamesIndustry.biz]

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