I’m always interested in links to this blog and how it is used in the net’s discourse on gaming. Game Meets Girl, which is a video blog featuring commentary on games from a female perspective, highlighted my post trumpeting the fact 40% of all gamers are women or girls. Take a look at the video here.
New Review of Lit on Games for Health & PE
November 10, 2009Marina Papastergiou, over at University of Thessaly in Greece, has a nice review of the literature this month in Computers & Education. Here’s the key portion of her abstract that is most intriguing:
The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people’s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall.
Click here for the ACM Portal link.
References
Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education 53(3) 603-622.
CFP: Global Learn Asia Pacific 2010
October 25, 2009ANNOUNCING THE PREMIERE OF….
_______________________________________________________________
Global Learn Asia Pacific 2010–
Global Conference on Learning and Technology
May 17-20, 2010 * Penang (island), Malaysia
(Shangri-La’s Rasa Sayang Resort)
CALL FOR PARTICIPATION
http://aace.org/conf/GLearn/call.htm
** Submission Deadline: November 23, 2009 **
Organized by:
Association for the Advancement of Computing in Education (AACE)
(http://AACE.org )
Co-sponsored by:
Education & Information Technology Digital Library
( http://EdITLib.org)
Hosted by:
Open University of Malaysia, Universiti Sains Malaysia, and Wawasan Open University
______________________________________________________________
COLOR POSTER: Global Learn 2010 Asia Pacific (Available to Print & Distribute)
http://aace.org/conf/glearn/GL10Poster.pdf
>> CONTENTS & LINKS <<
1. Introduction
2. Topics: http://aace.org/conf/glearn/topics.htm
3. Program Activities & Submission Information, Deadline November 23:
4. Presentation Categories: http://aace.org/conf/glearn/categories.htm
5. Products/Services Showcases & Presentations: http://aace.org/conf/glearn/corporate.htm
6. Proceedings & Paper Awards: http://aace.org/pubs
7. For Budgeting Purposes: http://aace.org/conf/glearn/rates.htm
8. Penang (island), Malaysia: http://aace.org/conf/cities/penang/
9. Deadlines: http://aace.org/conf/glearn/deadlines.htm
INTRODUCTION:
———————–
Mission: http://aace.org/conf/glearn/mission.htm
Global Learn Asia Pacific is an annual, international conference organized by the Association for the Advancement of Computing in Education (AACE).
The conference will be guided by a respected, international Executive Committee, primarily from countries of the Asia Pacific region.
( http://aace.org/conf/glearn/committeeEC.htm )
This conference serves to further the advancement and innovation in learning and technology. As the educational world becomes increasingly global,
new ways to explore, learn, and share knowledge are needed.
Global Learn is a means to connect and engage creative educators, researchers, consultants, training managers, policy makers, curriculum developers, entrepreneurs, and others in the topics and fields in which they are passionate about. Many individuals are transforming learning environments in local as well as more global ways. Global Learn offers them an opportunity to meet and discuss their ideas, findings, and next steps.
The decision to create and organize this annual conference in Asia and the Pacific Rim is testament to the enormous interest in learning and technology throughout this region of the world and a response to many requests to AACE to undertake this initiative.
Primary aims of Global Learn include but are not restricted to:
* Create learning and professional development opportunities combining the best and latest technologies with educational practices and characterized as interactive, social, and personal experiences.
* Provide opportunities for ongoing exploration of both the diversity and commonality of the uses of educational technology in different regions and cultures.
* Foster a global networking/collaborative community on learning and technology.
* Help visualize and shape the future of learning and teaching.
TOPICS:
———–
The following nine themes exemplify the vision and goals of Global Learn for advancement and innovation in:
1. Advanced Technologies for Learning and Teaching
2. Assessment and Research
3. Educational Reform, Policy, and Innovation
4. Evaluation and Quality Improvement Advances
5. Global Networks, Partnerships, and Exchanges
6. Innovative Approaches to Learning and Learning Environments
7. Open Education
8. Technologies for Socially Responsive Learning
9. Virtual and Distance Education
For specific topics within these themes, see: http://aace.org/conf/glearn/topics.htm
PROGRAM ACTIVITIES & SUBMISSION INFORMATION, Deadline November 23::
—————————————————————————————————————-
* Keynote Speakers & Invited Panels/Speakers
* Papers, Best Practice Sessions & Roundtables
* Research/Technical Showcases & Products/Services Showcases
* Tutorials/Workshops
* Virtual Sessions
All presentation proposals are peer reviewed and selected by a Program Committee, based on merit and the perceived value for attendees.
Call for Presentations: http://aace.org/conf/glearn/call.htm
Submission guidelines: http://aace.org/conf/glearn/submitguide.htm
Presentation and AV Guidelines, see: http://aace.org/conf/glearn/PresenterLounge
PRESENTATION CATEGORIES:
———————————————
http://aace.org/conf/glearn/categories.htm
The Program includes a wide range of interesting and useful
activities designed to facilitate the exchange of ideas and information.
PRODUCTS/SERVICES SHOWCASES & PRESENTATIONS:
————————————————————————————–
http://aace.org/conf/glearn/corporate.htm
Corporations and other organizations have the opportunity to demonstrate and discuss their learning and technology related
products and services through Products/Services Showcases & Presentations.
PROCEEDINGS & PAPER AWARDS:
—————————————————–
http://aace.org/pubs
Accepted papers will be published by AACE in the Proceedings (hard copy & CD-ROM). Proceedings in this series serve as major resources in the learning
and technology global community, reflecting the current state of the art in the field. In addition, the Proceedings also are internationally distributed through and
archived in EdITLib–Education and Information Library. http://EdITLib.org/
Selected papers may be invited for publication in may be invited for publication in AACE’s respected journals especially in the
- International Journal on E-Learning (IJEJ),
- Journal of Educational Multimedia and Hypermedia (JEMH), or
- Journal of Interactive Learning Research (JILR).
All presented papers will be considered for Outstanding Paper Awards within several categories. Award winning papers may be invited for publication in the AACE journals.
FOR BUDGETING PURPOSES:
——————————————–
Registration: http://aace.org/conf/glearn/rates.htm
Hotel: http://aace.org/conf/glearn/hotel.htm
The conference registration fee for all presenters and participants includes many extras!
Conference registration will be held at the beautiful Shangri La’s Rasa Sayang Resort. All concurrent sessions will be held at both the
Shangri La’s Rasa Sayang Resort & Golden Sands Resort. located along the emerald waters of world-famous Batu Feringgi Beach,
with local shopping, dining, and attractions nearby!
Special discount hotel rates have been obtained for Global Learn participants at approx. $127 USD & 89 EUR;
or specifically Ringgit Malaysia (RM) 450 Nett (including 15% tax) (single/double).
Special hotel rates include daily breakfast buffet and complimentary broadband Internet.
PENANG (ISLAND), MALAYSIA:
———————————————
http://aace.org/conf/cities/penang/
Experience the Pearl of the Orient; Culture, Dining, Shopping, Attractions, & Tours!
DEADLINES:
——————
http://aace.org/conf/glearn/deadlines.htm
Submissions Due: November 23, 2009
Authors Notified: December 22, 2009
Proceedings File Due: March 22, 2010
Early Registration: March 22, 2010
Advanced Registration: April 26, 2010
Conference: May 17-20, 2010
—————————————————————————-
To be added to the mailing list for this conference, link
to http://aace.org/info.htm
Global Learn Community: http://www.aaceconnect.org/group/glearnasiapacific
AACE Blog: http://blogs.aace.org/aace
If you have a question about Global Learn, please send an e-mail to
AACE Conference Services, conf at aace.org
Contact:
AACE–Association for the Advancement of Computing in Education
P.O. Box 1545, Chesapeake, Virginia 23327 USA
Phone: 757-366-5606 * Fax: 703-997-8760
E-mail: conf@aace.org * http://AACE.org
Learning with Digital Games: A New Book on Classroom Implementation
October 19, 2009Nicola Whitton, over at Manchester Metropolitan University in the UK, has a new book out, Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education. The book is geared toward college level lecturers wishing to incorporate gaming in the classroom.
The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers:
A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning. Practical examples of educational game design and development.
This looks like an excellent resource, and includes several suggested games to try along with case studies and practical implementations. Click here for more info on the book and a link for ordering.
Update:
Eliane Alhadeff has a better write up than mine on the book here.
Try Bidmas Blaster to Practice Math Skills
October 16, 2009Fans of the old Math Blaster series appreciate how a video game can generate interest in developing math skills in order to advance in a game. Check out Bidmas Blaster over at Manga High. Players have to key in the proper answers to blow up, shoot, or otherwise destroy advancing rogue robots. Cool stuff for boys of a certain age.
David Warlick on Video Games
October 16, 2009I had the pleasure of sitting in on a couple sessions led by David Warlick this week at the Fall TECSIG conference. TECSIG is the technology coordinators special interest group for the Texas Computer Education Association. I led a session on educational gaming a couple years back, and was interested in hearing what Warlick was going to say on the topic.
As tech directors around Texas streamed into Austin, my good friend Tim Holt, Director of Instructional Technology for El Paso ISD and current President of TECSIG, joked that the majority were showing up to listen to his presentations. In reality, he continued, many registered for the conference to see David Warlick. In the past we were surveyed as to who we’d like to see as a keynote, and Warlick topped the list.
Warlick’s keynote session over lunch focused on “cracking the digital native experience [so that] we can hack the digital native experience.” He gave several examples how students learn, even hearkening back to his personal experiences during high school industrial arts class. The teacher at that time served as consultant, helping students ask the right questions and come to the right conclusions. But the students did the work, spending class time to create something, whether a bookcase or some other project.
Today, technology should be taught in the same way, Warlick asserted. Students should create something. They learn by asking questions. During the keynote, he played a trailer for Assassin’s Creed 2, and noted the game is not designed to be learned by reading the instructions. Like many games, players start playing to learn how to accomplish goals within the game.
Later in the day during his gaming presentation, Warlick noted there are generally two types of presenters on the subject: those in their twenties who are strong hard core players, and those in their fifties who are interested in gaming, feel video games are useful for education, but are not hard core players themselves. He humbly stated he fell in the latter camp. I thought he did a fine job of introducing the crowd to some of the literature and research out there on the topic. He showed off Scratch in his keynote, but during the gaming session he also introduced the crowd to Phunland.com, a “2D physics sandbox.” I noticed at least one in attendance playing on the site on their laptop.
Warlick rounded out the presentation with a brief intro of ARGs, machinima, and serious games. He offered some suggestions for teachers and administrators interested in investigating further, and showed off some student work in the field. He makes this presentation often throughout the country, and you can find his notes on the topic here.
Aussies Got Game
October 13, 2009Here’s the latest research on video games in Australia: Aussies spent $2 billion on video games in 2008, almost 50% more than they spent in 2007. Estimates put the total population Down Under playing video games at 68% (compared to 65% for the US). Aussies play games on average at least an hour each day. While American women currently comprise 40% of the market, Australian women make up 46%. The American average gamer age is 35; Aussie average gamer age is 30. So, there are some neat comparisons here between Aussie and American players. The info comes from a survey publicized by the Interactive Entertainment Association of Australia, the equivalent of our ESA. More details here.
References:
Video games favourite pastime among two-third Aussies amid recession. (2009, May 21). [Online.] Available: http://www.thaindian.com/newsportal/health/video-games-favourite-pastime-among-two-third-aussies-amid-recession_100195437.html
Study Indicates Pricing and Social Features Contribute to a Video Game’s Popularity
October 13, 2009The gaming press is buzzing about a study presented by Russell Beale and Matthew Bond over at University of Birmingham, UK at the recent Human-Computer Interaction Conference (HCI 2009). Beale and Bond studied game rankings on popular sites, and discovered (rather surprisingly, according to press on the topic) that plot and graphics were less important to consumers than social aspects and price of a game. Thus, a sub-$10.00 game that features heavy social interaction with other players would be more likely to score higher reviews on ranking sites than a more expensive and less social game with better graphics and story line.
References:
Plot and graphics not paramount in videogame success. (2009, September 12). New Scientist. [Online.] Available: http://www.newscientist.com/article/mg20327255.500-plot-and-graphics-not-paramount-in-videogame-success.html?DCMP=OTC-rss&nsref=online-news
Introducing Astropolis: The Video Game Suite Designed to Help Study Autism
October 13, 2009Matthew Belmonte over at Cornell is leading a team that has designed a suite of video games specifically to study autism. The game suite, called Astropolis, has all the adventure and science fiction elements so popular with young boys. It was developed and research is ongoing thanks to funding in part by the National Science Foundation, the American Recovery and Reinvestment Act, and Autism Speaks.
Aimed at children ages 10-15 diagnosed autistic, the games contain activities allowing researchers to test differing hypotheses within the framework of autism research. A past problem with autism research is that it often takes place strictly in lab environments, outside of natural settings for the subjects. Belmonte hopes these video games will provide immersive environments that will yield richer information than traditional lab settings.
Another benefit promoting natural environments: the games capture information while the subjects play that can be retrieved later. Thus, subjects can install the game suite on laptops taken home and played in familiar surroundings, and info can be retrieved when the laptops return to the lab.
Belmonte also uses EEG measurements in lab settings with the subjects, a technique popularized by Mark Klinger at U. Alabama. (MRI scans are also popular measurement techniques to use on video game players.)
So far, Dr. Belmonte has released two research abstracts at conferences of the International Society of Autism Research, here and here. No doubt journal published, peer reviewed research is forthcoming.
Read the press release from Cornell here for much more information. Check out the Autism Collaborative Wiki here for notes on development and other background information.
Finally, since the software was developed with public grants, it is freely available as a download at AutismCollaborative.org.
References:
Professor uses video games to explore facets of autism. (October 13, 2009). [Online.] Available: http://www.physorg.com/news174650438.html


At 40% of the Market, Videogame Publishers Pursue Women & Girls
October 13, 2009Yukari Iwatani Kane over at The Wall Street Journal reports today that publishers are introducing more video games than ever this Christmas season geared toward the female market, in a nod to the ever increasing percentage of women players. The thinking goes, with each 5% increase in female players, publishers will see an additional $1 billion in sales. The number of overall female players has increased from 21% in 2001 to the current 40%, as cited in stats from Wedbush Morgan. (I previously noted the same statistic reported by Ipsos MediaCT.)
Here’s a list of games the article mentions that are either out or forthcoming:
- Charm Girls Club
- FarmVille (on FaceBook)
- Hannah Montana
- Just Dance
- Littlest Pet Shop
- Petz
- Sports Active
- StyleLab
- The Imagine line for the DS
- Wii Fit Plus
- Your Shape
Finally, Guitar Hero and Rock Band have cross-gender appeal.
References:
Kane, Y.I. (2009, October 13). Videogame firms make a play for women. The Wall Street Journal, B4.
Posted by John Rice
Posted by John Rice
Posted by John Rice 