Gaming

Learning from Video Games: Designing Digital Curriculums: A NERCOMP SIG Event

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Not so long ago, the stereotypical computer gamer was a geeky adolescent male who basked in the glow of a computer screen for days at a time, living on nothing but junk food and soda. But these days, as I observe my two daughters, I know that computer-mediated games can be a healthy pursuit and that they are now central to the lives of many youth. For example, my 10-year-old spends hours playing online Webkinz games to earn "cash” so she and her 9 year-old sister can purchase furniture for the house of their stuffed animals' avatars. The youngest also desperately covets the Wii, longing for something to do that's more "active and interesting” than TV.

My daughters are teaching me that digital games can be multi-faceted, social, compelling, and intellectually stimulating worlds. In comparing the richness of good digital games with the mind-numbing worksheets that my daughters bring home each day from school, it's apparent that educators have a great deal to learn from computer games. In early October, 2007, a group of NERCOMP workshop participants met in Southbridge to do just that.

Conference on Gaming and Simulations, Dickinson College

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Dickinson College will be hosting a small conference entitled "Games and Simulations for Situated Learning in the Liberal Arts Classroom"

You can read the full description here:


http://www.nitle.org/index.php/nitle/content/view/full/2011 

The conference is open to librarians, technologists and professors from NITLE institutions.  If you're not sure if your school is a member, you can check their list, http://www.nitle.org/index.php/nitle/about_nitle/colleges 

Attendance is free, and we're offering a stipend of $750 to cover travel and lodging expenses as well.

If you're interested, please send an email to Todd Bryant at bryantt@dickinson.edu along with a brief description of how you have used or hope to use games or simulations at your college.  Questions can be sent to the same address.

The Horizon Report: A NERCOMP SIG Event

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The Horizon Report, a publication developed by the New Media Consortium in collaboration with the Educause Learning Initiative (ELI) "identifies and describes emerging technologies likely to have a large impact on teaching, learning or creative expression within higher education." Reviewer Gail Matthews-Denatale attended a NERCOMP event about the 2006 Horizon report and reports on a fascinating workshop where "presentations were adapted on-the-fly to address participant questions and therefore sessions merged into a fluid day-long experience."

Beyond Google: What Next for Publishing?

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This Article originally appeared in the Chronicle of Higher Education on June 16, 2006.
While we have been busy attending conferences, workshops, and seminars on every possible aspect of scholarly communication, information technology, digital libraries, and e-publishing, students have been quietly revolutionizing the discovery and use of information. Their behavior, undertaken without consultation or attendance at formal academic events, urgently forces those of us in scholarly publishing to confront some fundamental questions about our organizations, jobs, and assumptions about our work.

Digital Gaming Teaching and Research at Michigan State

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In Fall 2005, the Department of Telecommunication, Information Studies and Media at Michigan State University launched the Game Design and Development Specialization. The specialization  brings together undergraduate students majoring in digital media arts and technology within the department of Telecommunication, Information Studies, and Media, Computer Science, and Studio Art. Combining these perspectives and talent, students explore the history, social impacts, technology, design fundamentals, and the art of team-based digital game production. 
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