Articles Posted in Games for Learning

www_on_the_beach.jpgWelcome Technology & Learning readers. My article Getting It Wrong – Slaying Myths About Video Games covers 5 misconceptions many teachers about video games and was published in two parts in September and October.

If you are interested in learning more in on the topic of games in the classroom here are two resources to help you.

John Rice’s Education Games Research is essential reading on the subject. John is a Technology Director for a School District here in Texas and has published research in this arena. He writes from a practitioner’s perspective but also with a good eye for research validation.

CowboyRoundup.jpgTeaching metaphors, the role of school in society, bad (i.e. wrong) press for video games, glitz vs. content, banned books, racism in games, phishing games, and monkeys at the keyboard. All featured on this weeks roundup!

Teachings of a Zen Gardener over at PickTheBrain is a beautiful analogy for what teachers do.

The always excellent Will Richardson posted “School as Node” over at Weblogg-Ed. The original post he references talked about revolution but Will argues that we need to engage in a conscious act of evolution. This is a nice follow on to the articles just published here by Paul Schumann.

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Interesting links on education publishing, education technology, and virtual worlds in education.

Research shows schools that fund Libraries have higher scores. Annie Teich at Crazy for Kids Books talks about some work that AASL is doing to shed light on this. I’m surprised this research hasn’t been done before.

Student blogger censored by Judge for disparaging administrators. Everyone agrees that the student used unfortunate language on her personal blog to describe school officials, but the Judge sided with the school in abrogating her free speech rights. This one will get appealed. See my article on the disconnect between new technology and schools.

My article busting myths about video games and learning is on Technology & Learning’s website now – you can find it here. The prior link was to the flash version of the whole magazine.

Many many many thanks to Jo-Ann McDevitt who encouraged this and especially to Susan McLester who was a great teacher and editor on this project. Give T+L some love – go read the whole thing there.

Here is a teaser from the lead –

Technology & Learning published the first part of my article on myths about games in the classroom today. [updated to connect to the non-flash version]

This is a two part series. In next month’s issue I look at three more myths and suggest some paths forward for those who are interested.

Embir-70-Front-Full.jpgIt got a nice review on John Rice’s Educational Games Blog.

Second Life in Education is a hot topic. In that vein EdNet had a strong panel that included folks from SRI, a Teacher who has been using it extensively in her school, and a representative from Second Life. This is the first of three articles on this presentation.

slgrid_logo.gifFirst off, I find it interesting that Second Life is getting most of the visibility in Education when other virtual worlds (Habbo Hotel, Whyville, etc.) are doing far more with K12 age kids and some have more intentionally educational content on them. Chalk it up to Second Life being a media darling and to good outreach from their Education team. If you are interested in this arena some of these other worlds merit a look.

SRI – An R&D Perspective

On-line games and virtual worlds were the theme at this year’s Austin Game Developers Conference (AGDC). This is the third of a few roundup articles about the conference with a focus on topics of interest to education and education publishers.

The parallels between how the web is changing the game industry and the world of education publishing are fascinating. Because of the inherent lag in the education market we can learn a lot from how gaming companies are adapting to the web’s incursion into their business.

Raph Koster – Designing for Everywhere

influencer.jpgThe panel on Managing Influencers at the Austin Game Developers Conference yesterday got me thinking about a frequently ignored aspect of the K12 publishing world – building and nurturing communities of key influencers around education products.

In education influencers are the people who speak at regional trade shows, who write blogs and podcasts, who participate in on-line forums, and who serve on state and national committees. We often rely on our Sales Reps and the Curriculum Consultants to handle this aspect of the business. But managing influencers is very different than maitaining good relationships with key customers and it is fundamentally a post sales responsibility.

“Managing key customers” is a transactional view – it is about the next sale. Reps will tell you that relationships are the key – and they are – but they are based on transactions. Influencers want a different kind of recognition – they want to be respected for their ideas not for their wallets. This means they need a different approach. As one of the speakers put it – “Marketing brings customers in – Community Management keeps them there.”

Mike Morhaime, President & Co-Founder of Blizzard Entertainment kicked off the Austin Game Developers Conference (AGDC) this morning. Blizzard produces the wildly successful World of Warcraft on-line multiplayer behemouth (9 million+ players worldwide). AGDC is focusing on on-line games this year and a packed auditorium was eager to pick up some pearls of wisdom from the industry leader.

wowlogo.jpgBlizzard matters to education because when you strip away the Orcs and Elves under the hood they have built an extremely elegant learning management system. As the undisputed world wide leader in the MMO space we have a lot to learn from their approach to building products and structuring their business.

Morhaime started by taking us over some familiar ground – the extreme rate of change we are living through and how it is difficult for us to see it from the midst of it. For example, in 1991 it took 9 hours to fly from Los Angeles to Paris. If airlines had kept pace with the rate of improvement in computer speeds it would now take 2 minutes.