Games as Platform

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[edit] Horizon Metatrend: Games as Pedagogical Platforms

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  • Gadgets, Games, and Gizmos for Learning
  • Not playing around: Army to invest $50M in combat training games | Stars and Stripes
    The Army has created a video game unit and will invest $50 million over five years on games and gaming systems designed to prepare soldiers for combat. Lt. Col. Gary Stephens, product manager for air and ground tactical trainers at Project Executive Office ? Simulation Training and Instrumentation said Thursday that the $50 million has been approved for a "games for training" program starting in 2010. "The Army takes this seriously,"
  • Learning Science Meets Game Design
    Combining games and education for the benefit of both, bringing fantasy to reality.
  • News Overview Inline Listing - MacArthur Foundation
    Game playing is universal, diverse, often involves social interaction, and can cultivate teen civic engagement. The first national survey of its kind finds that virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement. The survey was conducted by the Pew Internet & American Life Project, a project of the Pew Research Center, and was supported by the MacArthur Foundation.
  • Game Theory Revisited: Third Places and the New Web
    Online spaces such as Digg, World of Warcraft, and MySpace have been heralded as the new "third places" - venues that provide a sense of community beyond home and work. What does research into collaboration and game theory have to tell us about the potential of these new spaces? Can they, in fact, become the new place "where everybody knows your name"? And, in particular, what are the lessons to be learned for educational ventures? This talk was presented on November 9, 2006 as part of the 2006 NMC Regional Conference at Trinity University in San Antonio, Texas.
  • The Education Arcade
    he Education Arcade explores games that promote learning through authentic and engaging play. TEA's research and development projects focus both on the learning that naturally occurs in popular commercial games,
  • From Age of Empires to Zork: Using Games in the Classroom | Academic Commons
    Very nice article about using Games in the Classroom from Todd Bryant. (Hat tip to Jo McLeay's plurk about this one.)
  • MILLEE: English Literacy through Games on the Third Screen | MobileActive.org
  • Center for Computer Games Research Copenhagen
    Gaming in University
  • TED | Talks | Will Wright: Toys that make worlds (video)
    "In Spore, Wright encourages users to create not households, as in The Sims, or cities, as in SimCity, but the entire universe, from single-celled life forms to galactic physics."
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