<![CDATA[Kotaku: Learning]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Learning]]> http://kotaku.com/tag/learning http://kotaku.com/tag/learning <![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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Thu, 07 Aug 2008 11:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5034295&view=rss&microfeed=true
<![CDATA[ SOE Awards First G.I.R.L. Scholarship ]]> Sony Online Entertainment has announced the first ever Gamers In Real Life (G.I.R.L.) design contest scholarship winner. Nearly 100 applicants submitted their video game concept art and essays for the contest, which kicked off in early April, and from those entries Julia Brasil of San Francisco was chosen to win a $10,000 scholarship at The Art Institute of California and a paid internship at Sony Online Entertainment.

“I am shocked and overjoyed to be the first G.I.R.L. Scholarship recipient,” said Brasil. “I’m really looking forward to my internship with SOE, and getting some hands-on experience at such a well-known company. It’s such a great opportunity.”

Shocked, Julia? You need to believe in yourself. Dreams really do come true; you're living proof.

SONY ONLINE ENTERTAINMENT AWARDS $10,000 SCHOLARSHIP FOR WINNER OF FIRST-EVER G.I.R.L. GAME DESIGN COMPETITION
G.I.R.L. Scholarship Program Helps Boost Female Educational Opportunity
SAN DIEGO, Calif. - July 8, 2008 – Sony Online Entertainment LLC today announced that Julia Brasil of San Francisco has won the 2008 G.I.R.L. Game Design Competition. The competition was the first of its kind and was promoted in conjunction with The Art Institutes system of schools, to encourage students toward career paths in the creative and applied arts, ultimately resulting in the development of games that are more interesting for women to play.

Brasil, a student in the Game Art & Design program, was awarded a $10,000 tuition scholarship toward her education at The Art Institute of California – San Francisco and a paid internship of up to 10 weeks at the Sony Online Entertainment studios of her choice in Austin, Denver, San Diego or Seattle.

“I am shocked and overjoyed to be the first G.I.R.L. Scholarship recipient,” said Brasil. “I’m really looking forward to my internship with SOE, and getting some hands-on experience at such a well-known company. It’s such a great opportunity.”

Brasil was one of nearly 100 applicants vying for the winning title of the 2008 SOE G.I.R.L. Game Design Competition. In order to become the winner, Brasil had to submit an in-game design, original concept art and two essays.

“We believe our groundbreaking G.I.R.L. scholarship can give Julia the foundation she needs to pursue a successful career in the video games business. SOE is thrilled to jumpstart the first step in pursuing her goals,” said Torrie Dorrell, Senior Vice President of Global Sales and Marketing, Sony Online Entertainment. “We anticipate G.I.R.L. continuing to evolve and snowball, creating even more opportunities for women to get behind these games.”

Due to the popularity of the initiative, SOE will make official G.I.R.L — Gamers In Real Life — T-shirts available for purchase sometime this summer. For more information about G.I.R.L., go to girl.soe.com.

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Tue, 08 Jul 2008 12:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5023026&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[ 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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Fri, 06 Jun 2008 13:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5014010&view=rss&microfeed=true
<![CDATA[ New Leapfrog Handhelds Go Online ]]> AQTU109.jpegLeapfrog, makers of tech-based educational games, has announced two new products today. They are updating the GBAesque Leapster learning system with the new Leapster2 ($70), while also unrolling a new product called the Didj Custom Gaming System ($90). Both systems represent a new initiative for the company to connect child learning with online functionality. While the Leapster2 brings simpler functions like online rewards, the Didj allows parents to track what their kids are playing and coordinate gameplay with schoolwork. It's not a DS redesign, but these systems are pretty neat all the same. Both will be available this summer—just in time to keep those pests out of the dangerous, carcinogenic sun where they belong.

Leapfrog Store
[Leapfrog via I4U]

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Tue, 05 Feb 2008 12:20:40 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=352828&view=rss&microfeed=true
<![CDATA[ Left Brain Right Brain Surprisingly Brainless ]]> The success of Brain Age on the Nintendo DS had one very immediate effect on the handheld gaming scene, in that any game with the word Brain in the title and simplistic mini-games was bound to get a green light, whether it deserved it or not. Majesco's Left Brain Right Brain (Use Both Hands - Train Both Sides) teeters precariously between these two classifications. On one hand (ha!) it is a nifty little time-waster that is quite interesting conceptually - using drills to train your off hand to function as well as your dominant one. On the other hand the game boils down to 15 relatively boring mini-games and a simple progress tracking mechanism that are hardly worth $20 of your hard-earned monies.

Don't be fooled by the title. While the back of the box makes allusions to right-brained creative thinkers and the more logic left-brained folks, those two distinctions never really come into play in LBRB. Instead you'll find yourself whacking moles, moving a dot through a maze, tapping the screen to reveal pictures, tracing lines - you know, action games. No real thinking involved. Basically you try things a few time with your dominant hand and then the screen flips, allowing you to complete the same task with the other, comparing your scores and delivering a handy (again!) synopsis of your performance.
lbrbnavigate.jpg
After playing the game for hours upon hours, I don't find myself any better at using my left hand, no matter what the game scores say. While some of the games are decidedly harder with my off hand (the maze in particular), most of them are easily conquered with either hand. Tapping the screen repeatedly to unveil a picture? Come on now. An interesting tendency of mine I noticed while playing the game was to actually move the DS with my right hand in order to properly position my left hand to type. This made me realize that my left hand, while getting some of the most important jobs a hand can have, will always be my right hand's little bitch.

Aside fro the standard mode, the game features a R VS L mode where you can race a ghost of your dominant hand's performance through the mini-games, as well as single-card download play, allowing you to share the games with your friends who were perhaps wise enough to read this before going out and picking the title up.

As stated previous, Left Brain Right Brain has a very interesting concept that I would love to explore in more depth - perhaps on the Wii where it wouldn't be as easy to pull off the old dominant hand assist trick - but the depth I crave just isn't here.

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Mon, 31 Dec 2007 09:30:46 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=339157&view=rss&microfeed=true
<![CDATA[ Spanish For Everyone - Act III ]]> Oh come the hell on now! This cannot be real! Shawn bids adios to the talking bull, who seems to have accepted the inevitabilty of his own demise. As whoever is driving the truck belonging to his grandfather leaves him in a dangerous part of town at night, yet another stranger offers him a ride. Jeeps are cool! ]]> Wed, 07 Nov 2007 08:40:30 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=319893&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[ Gamers, Our Brains Are Limited To Tracking Eight Objects At Once ]]> At some level, no matter how many hours we dedicate to honing our...craft, if you will...our skills will always be limited by hardware based limitations. And by hardware we mean brain matter, not Cell processors. Researchers long believed that human perception was limited to tracking four moving objects at one time. But a new study, challenging participants to follow 16 dots moving at a very slow pace on a computer screen, found that participants were able to track up to eight objects at once (or double what we previously thought possible). There are limitations, of course.

The major downfall of our ability to track objects is speed. Because once these dots hit the on-screen speed of 0.15 metres per second, subjects were only able to track one dot at a time. I wish that I could put such a speed into real world context, but if you are interested in experiencing the phenomenon for yourself, hit this link to test yourself. It's...humbling at high speeds.

Brain can juggle eight balls at once [newscientist]

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Thu, 01 Nov 2007 11:40:09 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=317736&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[ Read Books On Your DS! (...hooray?) ]]> dsbz.jpgGenius Sonority has teamed up with a Japanese publishing company Chukei to release Bunagku Zenshuu, a collection of 100 e-books you can read on your DS. Once you are done reading said 100 books, you can download more literature via WiFi. The catch that absolutely destroys the concept? The content is abridged.

The (game?) will be released October 18th with new content coming as soon as November. We're not certain that the DS screen is easy enough on the eyes for extended reading sessions, but we do fully realize that the DS can be held like a book—like a freakin' smartypants book! So we're sure it's a great idea.

The DS turned into an e-Book reader [siliconera]

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Tue, 02 Oct 2007 11:40:59 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=306106&view=rss&microfeed=true
<![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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Mon, 01 Oct 2007 22:00:58 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=305879&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[ 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[ 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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Mon, 17 Sep 2007 16:30:32 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=300728&view=rss&microfeed=true
<![CDATA[ 10 Million DS Lites Sold in Japan ]]> iweveleled.jpgAccording 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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Thu, 10 May 2007 10:20:16 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=259303&view=rss&microfeed=true
<![CDATA[ This Day in Gaming, May 4th ]]> 250px-Supermariobrosdeluxe.jpg1999: Nintendo releases Super Mario Bros. Deluxe for GBC in Japan. It's a port of the original SMB with a few changes, including a world map, and a few omissions, including minus world. Sure it was a glitch, but it was sort of a charming glitch. More like a beauty mark than a mole.

2004
: Koei releases Samurai Warriors for PS2 in Japan. I was tempted to say something snarky about Koei and samurai games...but when Nintendo rereleases some titles they get a 10/10 from IGN.

Have gaming history, trivia, or famous birthdays you'd like to see in TDIG? Drop us a line at tdig@kotaku.com

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Fri, 04 May 2007 13:00:08 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=257669&view=rss&microfeed=true
<![CDATA[ This Day in Gaming, May 3rd ]]> Forzaboxwtmk.jpg2001: Microsoft acquires Ensemble Studios, creators of Age of Empires. Microsoft is that guy—you know, the guy who is like, "I love the food here, so I'll buy your restaurant." And that restaurant is McDonald's.

Ok, that's an admittedly horrible analogy, even with companies like Bungie on the list. Maybe...Checker's...or Popeye's...or Jack 'n the Box. Or just that good place on the corner.

2005: Microsoft releases Forza Motorsport for XBOX in the US. 1UP and GamePro gave the game a perfect score. Not bad for a new franchise.

Have gaming history, trivia, or famous birthdays you'd like to see in TDIG? Drop us a line at tdig@kotaku.com

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Thu, 03 May 2007 13:00:18 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=257311&view=rss&microfeed=true
<![CDATA[ Gallery: Big Brain Academy Wii Degree Screenshots ]]>
I think I'm sold on Big Brain Academy for the Wii. The cutest thing about the game for the DS was Sergeant Slug or whatever the heck his name was, and even then, he was only cute on the box. Everything else in the game was actually quite fugly. Well not this time. The newest screenshots coming out for Big Brain Academy: Wii Degree have been Nintendo-fied in that familiar fruity-pastel, candy goodness, and it doesn't matter if I fail every test, at least I'll be happy doing it (this time). Tons more screens in the gallery!

Mind-bending new Big Brain Wii screen [CVG]

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Fri, 27 Apr 2007 11:40:00 MDT Kim Phu http://kotaku.com/index.php?op=postcommentfeed&postId=255784&view=rss&microfeed=true
<![CDATA[ High School Kids Make Meaningful Games ]]>

Students at South Shore High School in New York have been passing up normal after school activities for video games...though not to play them. For the past year they've been meeting after school in order to develop meaningful video games with messages attached. It's all part of a program that melds game development with social awareness, and with the help of Global Kids and local developer Gamelab their first game has just been released online. Called "Ayiti: The Cost of Life," it puts the player in control of a family of five poor Haitians in what can best be described as a family management sim.

As you can imagine, the game is dreadfully depressing. You deal with bad weather, low income, hunger, etc. as you desperately try to keep the family alive. It's not fun, but I suppose that was the point. It shows a level of social awareness you certainly wouldn't expect in a group of American high school students. I think the program a brilliant way to mix gaming and learning with extremely positive results. Now if you'll excuse me, I have to go borrow a Zoloft.

Update: I originally mistook this for a school in North Carolina, when it is indeed in New York. I say thee whoops.

Ayiti: The Cost of Life
Creating games, learning lessons [News 14 Carolina]

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Tue, 28 Nov 2006 14:40:19 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=217739&view=rss&microfeed=true