The <e-Adventure> platform is a research project aiming to facilitate the integration of educational games and game-like simulations in educational processes in general and Virtual Learning Environments (VLE) in particular. It is being developed by the <e-UCM> e-learning research group at Universidad Complutense de Madrid, with three main objectives:
Reduction of the development costs for educational games
Incorporation of education-specific features in game development tools
Integration of the resulting games with existing courseware in Virtual Learning Environments
From this website we wish to promote the use of the tools developed as part of the <e-Adventure> project. The core of the <e-Adventure> project is the <e-Adventure> educational game engine, that runs games defined using the <e-Adventure> language. Authors can use the graphical editor to create the games or directly access the human-readable source documents that describe the adventures using XML markup. With <e-Adventure>, any person can write an educational point & click adventure game.
Rhizome.org is an online platform for the global new media art community. Our programs support the creation, presentation, discussion and preservation of contemporary art that uses new technologies in significant ways. We foster innovation and inclusivene
Build a virtual apartment and put it on your website. Work with friends to make a huge MMORPG. Share your puzzle game with friends. We have a vision: to let you build anything, and play everything, from anywhere. Eventually, anyway. We have to finish first.
Dr Fox appears to have surpassed even his own exacting standards of idiocy this week, by calling for a forthcoming video game set in Afghanistan to be banned.
The Annenberg Center for Communication of the University of Southern California (USC) supports leading-edge interdisciplinary research on the meaning of the new networked information age. Projects focus on drivers that will shape the future and on the impact of new communication and information technologies on politics, society, and innovation.
Geelix HUD provides in-game features such as chat, desktop sharing, high definition video recording, and in-game video browsing.
The Gellix site allows players to share gameplay captures. This link goes to the SL section.
Create a game or other fun application in just a few clicks with Sharendipity's new free game creation tools! No programming required! Don't forget to share your creations with your friends!
The last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying technology enhanced learning resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project Learning patterns for the design and deployment of mathematical games aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem.
Our latest outcome is a draft pattern language, which addresses both the process of designing and deployning games for learning and the structure of such games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a 'way-in' to using the learning pattern language.
In this talk we review the theoretical foundations of our work, demonstrate the language by following one of the 'trails' through it, and illustrate how this language could be used in a participatory design methodology. We also direct participants to our on-line interactive tools, which allow them to engage with our work beyound the scope of the talk.
Electronic Games Take on Violence Against Women
PMC has partnered with the Emergent Media Center (EMC) at Champlain College in an exciting project aimed to engage, educate, and change attitudes of boys between the ages of 8 and 15 to help end violence against girls and women. With support from UNFPA, this mark’s PMC’s inaugural endeavor in adapting our expertise in the use of entertainment-education strategies for positive behavior change to the world of gaming.
Electronic games are experiential and immersive and increasingly popular, especially among adolescent boys. Games encourage change from within by presenting opportunities for the player to think critically about actions. Employing the world’s most popular sport, soccer (football), our game links the winning benefits of respect on the field to respectful behavior toward girls.
TaleBlazer is a new rich Internet application from MIT's STEP lab to author smartphone location-based augmented reality (AR) games. Announced during summer '11 and demo'ed for the first time at CSCL in Hong Kong, it will break new ground in location-based AR game building. Features will include:
Visual blocks-based scripting - prevents syntax errors, while enabling programming of rich interactivity.
Interactive data layers and sampling - create models for player exploration and discovery of thought provoking scientific topics.
Conditional dialog creator - interact with characters in new ways; no more single-track conversations
No local installation - the TaleBlazer Game Maker will be entirely web-based for easier implementation in schools and elsewhere
Save to cloud, download to smartphone - logon with your account, and have instant access to games from any computer attached to the Internet, then play from any iOS or Android smartphone with GPS.
P. Backlund, и M. Hendrix. Games and Virtual Worlds for Serious Applications (VS-GAMES), 2013 5th International Conference on, стр. 1-8. (сентября 2013)
J. Gee. Science Education as a Pathway to Teaching Language Literacy, sense publishers, Rotterdam, https://www.sensepublishers.com/files/9789460911316PR.pdf.(2010)
S. Kelle, S. Sigurðarson, W. Westera, и M. Specht. E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments, IGI Global, Hershey, PA, (2010)
K. Bruna. Science Education as a Pathway to Teaching Language Literacy, sense publishers, Rotterdam, https://www.sensepublishers.com/files/9789460911316PR.pdf.(2010)
J. Gee. Science Education as a Pathway to Teaching Language Literacy, sense publishers, Rotterdam, https://www.sensepublishers.com/files/9789460911316PR.pdf.(2010)