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	<title>Learning Games &#187; Games Based Learning</title>
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	<link>http://lg.dlivingstone.com</link>
	<description>Learning about games, games about learning</description>
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		<title>Calls for Papers: VS-Games &amp; Virtual Worlds III</title>
		<link>http://lg.dlivingstone.com/2012/02/02/calls-for-papers-vs-games-virtual-worlds-iii/</link>
		<comments>http://lg.dlivingstone.com/2012/02/02/calls-for-papers-vs-games-virtual-worlds-iii/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 12:09:10 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[Game Development Based Learning]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://lgdotdlivingstonedotcom.virtualba.co.uk/?p=1075</guid>
		<description><![CDATA[Two recent calls, Virtual Worlds III (Paris in July, papers by 16th Feb.) &#38; IEEE VS Games 2012 (Genoa in October, papers by 18th May) Virtual Worlds III has Craig Reynolds and Ken Perlin lined up for keynotes (two incredibly influential academics, Reynolds work on &#8216;boids has had a huge influence on agent based AI [...]]]></description>
			<content:encoded><![CDATA[<p>Two recent calls, <a title="Virtual Worlds III" href="http://www.virtual-worlds.net/vw2012/">Virtual Worlds III</a> (Paris in July, papers by 16th Feb.) &amp; <a title="VS Games 2012" href="http://www.vs-games2012.org/">IEEE VS Games 2012</a> (Genoa in October, papers by 18th May)</p>
<p>Virtual Worlds III has Craig Reynolds and Ken Perlin lined up for keynotes (two incredibly influential academics, Reynolds work on &#8216;boids has had a huge influence on agent based AI in games, and Perlin&#8217;s impact in graphics has been immense).</p>
<p>No keynotes announced yet for VS Games, but is supported by the EU FP7 <a title="GALA" href="http://www.galanoe.eu/">GALA network of excellence</a>, so will be guaranteed to bring along many of Europe&#8217;s top games and learning researchers.</p>
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		<title>Call for Papers: ICEC 2012</title>
		<link>http://lg.dlivingstone.com/2012/01/12/call-for-papers-icec-2012/</link>
		<comments>http://lg.dlivingstone.com/2012/01/12/call-for-papers-icec-2012/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 16:51:46 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[ICEC]]></category>

		<guid isPermaLink="false">http://lgdotdlivingstonedotcom.virtualba.co.uk/?p=1057</guid>
		<description><![CDATA[The IFIP International Conference on Entertainment Computing explores the application of computational technology to entertainment. The conference brings together practitioners and researchers interested in the art and design of entertainment computing applications. ICEC welcomes submissions on the design, engineering, application and theory of entertainment technology. We solicit paper, poster and demonstration submissions, as well as [...]]]></description>
			<content:encoded><![CDATA[<p>The IFIP International Conference on Entertainment Computing explores the application of computational technology to entertainment. The conference brings together practitioners and researchers interested in the art and design of entertainment computing applications. ICEC welcomes submissions on the design, engineering, application and theory of entertainment technology. We solicit paper, poster and demonstration submissions, as well as proposals for tutorials and workshops. Papers will be published by Springer and archived in the SpringerLink digital library.</p>
<p>Download here the whole Call for Papers as <a href="http://icec2012.org/images/ICEC2012_CfP.pdf" target="_blank">PDF</a>.</p>
<p><span id="more-1057"></span></p>
<h2>Submission Types</h2>
<ul>
<li>Full Technical Papers (10-14 pages)</li>
<li>Short Technical Papers (4-8 pages)</li>
<li>Poster Papers (max. 4 pages)</li>
<li>Demonstrations / Interactive Installations (max. 4 pages)</li>
<li>Industry Full/Short Papers, Posters, Demonstrations (same page restrictions as above)</li>
<li>Tutorial / Workshop submissions (max. 4 pages)</li>
<li>Doctoral Consortium submissions (max. 4 pages)</li>
</ul>
<p>Submissions must be in <a href="http://www.springer.com/computer/lncs?SGWID=0-164-6-793341-0" target="_blank">Springer LNCS</a> format. All submissions will be reviewed by the conference&#8217;s international program committee. Accepted papers will be published as technical papers, poster papers, demo papers or extended abstracts. Authors might be asked by the program committee to resubmit their paper in a different category. Extended versions of selected papers will be invited for a special issue of the &#8220;Entertainment Computing&#8221; journal.</p>
<h2>Important Dates</h2>
<p>March 10<sup>th</sup>, 2012 Workshop proposal submission<br />
April 1<sup>st</sup>, 2012 Full/short paper submission<br />
May 20<sup>th</sup>, 2012 Notification for full/short papers<br />
May 30<sup>th</sup>, 2012 Poster/demo/installation/doctoral consortium submission<br />
June 15<sup>th</sup>, 2012 Notification for posters/demos/installations/doctoral consortium<br />
June 22<sup>nd</sup>, 2012 Camera ready submission (all submission types)<br />
Sep. 26<sup>th</sup> to 29<sup>th</sup>, 2012 Conference: University Bremen, Germany</p>
<h2>Topics</h2>
<p>We invite authors to submit original papers, posters or demos in all areas of Entertainment Computing including (but not limited to):</p>
<p><strong>Technologies for Entertainment Computing</strong></p>
<ul>
<li>Computer Graphics</li>
<li>Digital Audio</li>
<li>Human Machine Interfaces</li>
<li>Artificial Intelligence</li>
<li>Integrated Development</li>
<li>Computer, Video, Console and Internet Games</li>
</ul>
<p><strong>Design and Creative Environment</strong></p>
<ul>
<li>Game Design</li>
<li>Interactive Sound</li>
<li>Graphic Design</li>
<li>Art and Novel Media</li>
<li>New Genres of Entertainment Technology</li>
</ul>
<p><strong>Advanced Applications and Platforms</strong></p>
<ul>
<li>Augmented, Virtual or Mixed Reality</li>
<li>Ubiquitous / Pervasive Entertainment</li>
<li>Entertainment and Ambiant Intelligence</li>
<li>Robots and Cyberpets</li>
<li>Mobile Entertainment</li>
<li>Self-Reflecting Entertainment Computing</li>
</ul>
<p><strong>Application Domains of Entertainment Computing</strong></p>
<ul>
<li>Games / Serious Games</li>
<li>Interactive TV and Cinema</li>
<li>Edutainment</li>
<li>Authoring and Communication</li>
<li>Healthcare</li>
<li>Simulation</li>
<li>Digital Entertainment and Sports</li>
<li>Digital Entertainment and Pleasure</li>
<li>Games for Special Audiences / User Groups (elderly, childern, people with mental or physical disabilities)</li>
<li>Human Computation Games</li>
</ul>
<p><strong>Theory</strong></p>
<ul>
<li>Impact of Entertainment Technology on Users and Society</li>
<li>TransMedia, Art and Entertainment</li>
<li>Methodologies, Paradigms, Tools for Entertainment Applications</li>
<li>Narratives / Digital Storytelling</li>
<li>Social Impact, Social Networking, Sound and Music</li>
</ul>
<h2>Technical Papers</h2>
<p>Technical papers are the main medium for presenting new research results to the community at ICEC. Submissions should describe novel unpublished work relating to one or more of the topics listed above.</p>
<p>Papers must be submitted in the Springer LNCS format (see below). Papers must be written in English. As to account for the expected variety in submissions to this multidisciplinary conference, paper lengths may vary within a certain limit. Short paper submissions have to be between 4 and 8 pages in length. Full paper submissions have to be between 10 and 14 pages in length. In any case, reviewers will be instructed to judge the contribution of a paper relative to its length. Typical contributions presenting significant research advances/results should be around 12 pages in length (Full Technical Papers). Contributions presenting more focused approaches/results should be around 6 pages in length (Short Technical Papers). Papers with exceeding length relative to their contribution will be rejected. All papers will be reviewed by the ICEC 2012 program committee. Accepted papers will be divided into two categories, long presentations and short presentations. The committee may accept papers conditionally or for a different category. Authors may be asked to either shorten or lengthen their paper accordingly. Authors may also include a video (optional) in their submission. Video files should be at most 50MB in size. See the general submission information for more details about preparing your submission.</p>
<h2>Posters</h2>
<p>Posters provide an interactive forum in which authors can present work to conference attendees during special poster sessions. Posters provide an opportunity to describe new work or work that is still in progress and will be more lightly reviewed than papers. A poster submission should be in the form of a four-page paper in Springer LNCS format, describing the research problem, contribution, and value to ICEC attendees, submitted as a PDF file. Authors may also include a video (optional). Video files should be at most 50MB in size. See the general submission information for more details about preparing your submission. Posters will be displayed on cork boards during specific sessions. We expect to be able to accommodate posters of up to 3 feet by 4 feet (portrait format), so we suggest using that size or smaller. Additional details concerning the poster format will be made available following author notification.</p>
<h2>Demonstrations and Interactive Installations</h2>
<p>Peer-reviewed demonstrations show early implementations of novel, interesting, and important entertainment computing concepts or systems, or can serve to showcase commercial products not previously described in the research literature. At the ICEC, demonstrations also encompass interactive works of art or installations of interest to the entertainment computing community. Demonstrations should be brief, so that they can be shown repeatedly. We particularly encourage demonstrations with which attendees can interact. A demonstration or installation submission consists of: 1) an extended abstract that should be no more than four Springer-format pages in length, 2) an accompanying video which should be at most 50MB in size, and 3) a supplement document with a list of a) technical requirements including electrical and connectivity needs and b) space requirements including display and footprint needs. By default, demos will have a table, chairs and internet connection available. By their nature, interactive installations are intended for larger, potentially public spaces. We will try to accommodate for the needs of these types of installations, but please include a minimal set-up so that we know the range of requirements that we will need to meet. Successful demonstration/installation submissions will be contacted by the chair to confirm the availability of the requested resources. The abstract, digital video and requirements supplement must be submitted electronically.</p>
<h2>Industry Papers / Posters / Demonstrations</h2>
<p>Industry papers, posters, and demonstrations are intended to increase the knowledge transfer between academia and industry in entertainment computing. While regular contributions are mainly reviewed for their scientific novelty and contribution, industry papers should focus more on practical solutions and results that are of immediate interest to the industry or especially facilitate communication between industry and academia. Possible examples are (but are not limited to):</p>
<ul>
<li>Novel and interesting applications (both commercial and non-profit)</li>
<li>New frameworks, tools, or libraries</li>
<li>Business models (especially for serious games)</li>
<li>Development best practices</li>
<li>Novel input devices</li>
</ul>
<p>Industry contributions should follow the same guidelines as regular contributions in terms of layout, pages, additional material etc. (see above). We specifically invite industry members to consider submitting a poster or demo to present live working systems.<br />
If you work in the industry and would like to make a submission, but you are not used to working with scientific paper templates and publication procedures, please do not hesitate to contact us for assistance.</p>
<h2>Tutorials / Workshops</h2>
<p>We invite proposals for workshops that will be held in conjunction with ICEC 2012. We invite proposals in all areas of entertainment computing (see conference topics listed above) and particularly welcome proposals that will focus on and promote discussion on new and emerging trends. Workshop proposals are restricted to four pages in length (in the Springer LNCS format) and must include the following information:</p>
<ul>
<ul>
<li>Contact information (name, affiliation, address, phone number/fax, and email) of the workshop organizer(s)</li>
<li>Relevant CV information of the workshop leader(s)</li>
<li>Workshop title</li>
<li>Workshop objective</li>
<li>Background/relevance of workshop topic</li>
<li>Expected workshop outcomes (publications, activates, &#8220;take-home&#8221; skills development, etc.)</li>
<li>Names of potential workshop participants and expected number of participants</li>
<li>Workshop due dates (schedule of submission and review of submitted material for your workshop)</li>
</ul>
</ul>
<p>Workshops can be scheduled for either half a day or a full day (please indicate your choice). Please submit your workshop proposal via the electronic conference system.</p>
<h2>Doctoral Consortium</h2>
<p>The ICEC 2012 Doctoral Consortium provides an opportunity for doctoral students to explore and develop their research interests in an interdisciplinary workshop, under the guidance of a panel of distinguished researchers. We invite students who feel they would benefit from this kind of feedback on their dissertation work to apply for this unique opportunity to share their work with students in a similar situation as well as senior researchers in the field. The strongest candidates will be those who have a clear idea and an area, and have made some progress, but who are not so far along that they can no longer make changes. Also, as well as stating how you will gain from acceptance, both you and your advisor should be clear on what you can contribute to the Doctoral Consortium.<br />
The Consortium has the following objectives:</p>
<ul>
<li>Provide a supportive setting for feedback on students&#8217; current research and guidance on future research directions</li>
<li>Offer each student comments and fresh perspectives on their work from researchers and students outside their own institution</li>
<li>Promote the development of a supportive community of scholars and a spirit of collaborative research</li>
<li>Contribute to the conference goals through interaction with other researchers and conference events</li>
</ul>
<p>Current graduate students pursuing a PhD project who would benefit from detailed workshop discussions of their doctoral research should submit a single PDF file consisting of:</p>
<p>1. A 4-page extended abstract of your thesis work in <a href="http://www.springer.com/computer/lncs?SGWID=0-164-6-793341-0" target="_blank">Springer LNCS</a>format. Clearly specifying:</p>
<ul>
<li>Originality of the work with respect to current concepts and techniques</li>
<li>Importance of the work with respect to fundamental issues and themes in entertainment computing</li>
<li>Results to date and their validity</li>
<li>Contribution of the work (expected and/or achieved) to entertainment computing</li>
</ul>
<p>2. Your CV<br />
3. A one-paragraph statement of expected benefits of participation for both yourself and the other consortium participants (i.e., what will you contribute as well as gain).</p>
<h2>Submission Guidelines</h2>
<p>Papers and abstracts should be submitted through the submission web site in PDF format. All materials will be reviewed and processed electronically. The information about the work and a contact author&#8217;s email address, mailing address, and phone number must be submitted through the submission website by the deadline (see above). Submissions should not be anonymized for review. Movies or other materials can also be submitted through the submission web site. The movies must not exceed 50 megabytes in size. Any additional materials must also be received by the deadline. All submissions will be reviewed by the ICEC 2012 program committee.</p>
]]></content:encoded>
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		<item>
		<title>CFP: Virtual Worlds III, July 2012, Paris (submissions: Jan 16th 2012)</title>
		<link>http://lg.dlivingstone.com/2011/11/14/cfp-virtual-worlds/</link>
		<comments>http://lg.dlivingstone.com/2011/11/14/cfp-virtual-worlds/#comments</comments>
		<pubDate>Mon, 14 Nov 2011 21:08:19 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=1035</guid>
		<description><![CDATA[Virtual Worlds III, 3-5 July, 2012, Paris, France http://www.virtual-worlds.net/vw2012/ Dear colleagues, We are delighted to announce and call for papers for the Third International Conference on Virtual Worlds (VW’2012) which will be held from July 3 to 5, 2012 in Paris (La Défense). Background A Virtual World can be defined as a computer-simulated environment with [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Virtual Worlds III, 3-5 July, 2012, Paris, France</strong></p>
<p><a href="http://www.virtual-worlds.net/vw2012/" target="_blank">http://www.virtual-worlds.net/vw2012/</a></p>
<p><span id="more-1035"></span></p>
<p>Dear colleagues,</p>
<p>We are delighted to announce and call for papers for the Third International Conference on Virtual Worlds (VW’2012) which will be held from July 3 to 5, 2012 in Paris (La Défense).</p>
<p><strong>Background</strong></p>
<p><strong> </strong></p>
<p>A Virtual World can be defined as a computer-simulated environment with its own physical and biological laws, populated by dynamic interacting entities such as artificial creatures and human avatars. Whereas Virtual Reality largely focuses on the design of 3D immersive spaces, and Artificial Life on the modeling and study of life-like systems, Virtual Worlds embrace both dimensions by synthesizing an entire digital universe. Their design and realization requires competency in various fields from Virtual Reality and Physics to Artificial Life and Ecology, Computer Graphics, High Performance Computing, and more.</p>
<p>Virtual Worlds have many applications in 3D simulation, computer games and online business. However, the approach is still broader and more fundamental. It also addresses the crucial problem of elucidating the constitutive principles by which large numbers of interacting elements can self-organize and produce emergent phenomena as they are observed in the natural world. Therefore the study of Virtual Worlds is particularly concerned with the formal basis of synthetic universes and offers a promising new way to contribute to the understanding of Nature and of complex systems in general.</p>
<p><strong>Subjects</strong></p>
<p><strong> </strong></p>
<p>Topics of interest for the conference include, but are not limited to:</p>
<p>&nbsp;</p>
<p><strong>Virtual World applications</strong></p>
<p>-           Video games and entertainment</p>
<p>-           Educational, medical and business solutions</p>
<p>-           Virtual economies</p>
<p>-           Social and philosophical implications</p>
<p>-           Virtual Worlds and Ecology</p>
<p><strong>Virtual World technologies</strong></p>
<p>-           High performance and low latency solutions</p>
<p><strong>Virtual and Augmented Reality</strong></p>
<p>-           “Avatarization”</p>
<p>-           Human-machine interfaces</p>
<p><strong>Virtual World fundamentals</strong></p>
<p>-           Artificial physics and chemistries</p>
<p>-           Complex systems, emergence, self-organization</p>
<p><strong>Artificial Life</strong></p>
<p>-           Artificial life and ecosystems</p>
<p>-           Evolution, co-evolution and adaptation</p>
<p>-           Collective intelligence, cooperation, communication</p>
<p><strong>Artificial creatures</strong></p>
<p>-           Avatars</p>
<p>-           Virtual creatures</p>
<p>-           Intelligent agents</p>
<p>-           Conversational agents</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong>Submissions</strong></p>
<p><strong> </strong></p>
<p>The Program Committee of VW’2012 is looking forward to high quality papers on substantial, original, and unpublished research.</p>
<p>Full papers may be submitted electronically from 16 October 2011 to 16 January 2012 via the conference website.</p>
<p>All submitted work will be assigned for double blind peer review. Authors of accepted papers will be asked to register to the conference and present their work.</p>
<p>&nbsp;</p>
<p>Papers must be submitted in LNCS format and be up to 10 pages in length including abstract, figures and references. Formatting instructions are available at :  <a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">http</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">://</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">www</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">.</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">springer</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">.</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">com</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">/</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">lncs</a></p>
<p>Short papers (4 pages including abstract, figures and references) can also be submitted and selected ones will be presented as posters during demos session.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Artistic and technical demos are also welcome and can be submitted by contacting <a href="mailto:alainlioret@gmail.com" target="_blank">alainlioret</a><a href="mailto:alainlioret@gmail.com" target="_blank">@</a><a href="mailto:alainlioret@gmail.com" target="_blank">gmail</a><a href="mailto:alainlioret@gmail.com" target="_blank">.</a><a href="mailto:alainlioret@gmail.com" target="_blank">com</a> before 12 December 2011.</p>
<p>Final demos has to be set up before 05 May 2012.</p>
<p>&nbsp;</p>
<p><strong>Important Dates</strong></p>
<p><strong> </strong></p>
<p>Paper submission deadline:                16 January 2012</p>
<p>Notification of acceptance :                 05 March 2012</p>
<p>Early registration before :                    15 March 2012</p>
<p>Final paper deadline:                          05 April 2012</p>
<p>Conference days :                               03 July to 05 July 2012</p>
<p>&nbsp;</p>
<p><strong>Demos and Posters </strong></p>
<p><strong> </strong></p>
<p>Short Paper submission deadline:     16 January 2012</p>
<p>Notification of acceptance :                05 March 2012</p>
<p>Early registration before :                   15 March 2012</p>
<p>Final poster and demo deadline:        05 April 2012</p>
<p>&nbsp;</p>
<p>We look forward to welcoming you at the conference!</p>
<p>&nbsp;</p>
<h3>Steering Committee</h3>
<p>&nbsp;</p>
<p>- Alain Lioret,  Université Paris 8 (Chairman)</p>
<p>Contact : <a href="mailto:alainlioret@gmail.com" target="_blank">alainlioret</a><a href="mailto:alainlioret@gmail.com" target="_blank">@</a><a href="mailto:alainlioret@gmail.com" target="_blank">gmail</a><a href="mailto:alainlioret@gmail.com" target="_blank">.</a><a href="mailto:alainlioret@gmail.com" target="_blank">com</a></p>
<p>- Jean-Claude Heudin , Institut International du Multimédia (Co-chairman)</p>
<p>Contact : <a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">jean</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">-</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">claude</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">.</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">heudin</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">@</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">devinci</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">.</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">fr</a></p>
<p>- Stefan Bornhofen, EISTI (Co-chairman)</p>
<p>Contact : <a href="mailto:sb@eisti.fr" target="_blank">sb</a><a href="mailto:sb@eisti.fr" target="_blank">@</a><a href="mailto:sb@eisti.fr" target="_blank">eisti</a><a href="mailto:sb@eisti.fr" target="_blank">.</a><a href="mailto:sb@eisti.fr" target="_blank">fr</a></p>
<p>- Jean-Claude Torrel, Institut International du Multimédia (Co-chairman)</p>
<p>Contact : <a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">jean</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">-</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">claude</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">.</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">torrel</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">@</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">devinci</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">.</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">fr</a></p>
<p>&nbsp;</p>
<h3>Provisional Program Committee</h3>
<p>&nbsp;</p>
<p>Bruce Damer, DigitalSpace, USA</p>
<p>Jeffrey Ventrella, CDM, Vancouver, Canada</p>
<p>Sébastien Barot, Bioemco,  France</p>
<p>Evelyne Lutton, INRIA, France</p>
<p>Emmanuel Cayla, ESTP, France</p>
<p>Kevin Korb, Monash, Australia</p>
<p>Marc Métivier, Univ. Paris Descartes, France</p>
<p>Tom Barbalet, BIOTA, USA</p>
<p>Frederic Fol Leymarie , University of London, GB</p>
<p>Pierre Berger, Paris ACM Siggraph, France</p>
<p>Penousal Machado, University of Coimbra, Portugal</p>
<p>Jon Mc Cormack, Monash, Australia</p>
<p>Maciej Komosinski, Poznan University, Poland</p>
<p>Mathew Lewis, Ohio State University, USA</p>
<p>Robyn Taylor, Alberta, Canada</p>
<p>Simon Richir, Ensam Angers, France</p>
<p>Marc Ebner, Univ. Tübingen, Germany</p>
<p>Gerald de Jong, Darwin @Home, USA</p>
<p>Joseph Nechvatal,  BIOTA, France</p>
<p>Alan Dorin, Monash, Australia</p>
<p>Daniel Thalmann, EPFL, Suisse</p>
<p>Nadia Magnenat-Thalmann, Miralab, Suisse</p>
<p>Tatsuo Unemi, Tokyo, Japan</p>
<p>Leonel Moura, Portugal</p>
<p>Joseph Nechvatal, School of Visual Arts, USA</p>
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		<title>Tranforming Assessment</title>
		<link>http://lg.dlivingstone.com/2011/08/29/tranforming-assessment/</link>
		<comments>http://lg.dlivingstone.com/2011/08/29/tranforming-assessment/#comments</comments>
		<pubDate>Mon, 29 Aug 2011 11:34:32 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Assessment]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=1006</guid>
		<description><![CDATA[The new season of online presentations on Transforming Assessment continues on the 7th of September with a presentation on &#8220;Stealth assessment: embedded evidence-based assessment in games&#8221; from Valerie Shute During gameplay, students naturally produce rich sequences of actions while performing complex tasks, drawing on a variety of competencies. Evidence needed to assess the competencies is [...]]]></description>
			<content:encoded><![CDATA[<p>The new season of online presentations on Transforming Assessment continues on the 7th of September with a presentation on &#8220;Stealth assessment: embedded evidence-based assessment in games&#8221; from Valerie Shute</p>
<blockquote><p>During gameplay, students naturally produce rich sequences of actions while performing complex tasks, drawing on a variety of competencies. Evidence needed to assess the competencies is thus provided by the players&#8217; interactions with the game itself (i.e., the processes of play), which can be contrasted with the end product(s) of an activity—the norm in educational environments.</p>
<p>This presentation will describe the design and development of evidence-based assessments (embedded in a game) to measure 21st Century competencies. When embedded assessments are so seamlessly woven into the fabric of the learning environment that they&#8217;re invisible, called &#8216;stealth assessment&#8217; (Shute, 2011; Shute, Ventura, Bauer, &amp; Zapata-Rivera, 2009). Stealth assessments within games provide a way to monitor a player’s current level on valued competencies. That information can then be used as the basis for support, such as adjusting the difficulty level of challenges or providing timely feedback. One to two examples of the approach will be provided, time permitting.</p>
<p>Audience members are encouraged to participate and contribute.</p></blockquote>
<p>More details, including link to local times for your time zone from the Transforming Assessment site: <a title="Transforming Assessment" href="http://www.transformingassessment.com/">http://www.transformingassessment.com/</a></p>
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		<title>A glut of books</title>
		<link>http://lg.dlivingstone.com/2011/06/06/a-glut-of-books/</link>
		<comments>http://lg.dlivingstone.com/2011/06/06/a-glut-of-books/#comments</comments>
		<pubDate>Mon, 06 Jun 2011 13:35:38 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Learning]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=980</guid>
		<description><![CDATA[As blogged, tweeted and posted elsewhere, the US National Academies Press, which publishes a wide range of books on science, engineering and medicine developed by leading academics has made its entire catalogue of 4000 odd books available in pdf format for free. Stephen Downes&#8217; first pick is Learning Science Through Computer Games and Simulation, while [...]]]></description>
			<content:encoded><![CDATA[<p>As blogged, tweeted and posted elsewhere, the US National Academies Press, which publishes a wide range of books on science, engineering and medicine developed by leading academics has made its entire catalogue of 4000 odd books available in pdf format for free.</p>
<p><a title="OLDaily" href="http://www.downes.ca/archive/11/06_02_news_OLDaily.htm">Stephen Downes&#8217; first pick</a> is <a title="Learning science through computer games and simulation" href="http://books.nap.edu/catalog.php?record_id=13078">Learning Science Through Computer Games and Simulation</a>, while <a title="The Rise of Games" href="http://books.nap.edu/catalog.php?record_id=12816">The Rise of Games and High Performance Computing for Modeling and Simulation</a> looks more at the capabilities of games for scientific applications.</p>
<p>My own recommendation would be the expanded edition of <a title="How People Learn" href="http://www.nap.edu/catalog.php?record_id=9853">How People Learn</a> &#8211; which summarizes a wide variety research findings from across the learning sciences is a very straightforward way.</p>
<p>I&#8217;m looking forward to digging into this amazing resource, but perhaps I need to start with something that will help me deal with the sheer volume of knowledge now freely available? Something like <a title="Glut: Mastering Information Through The Ages" href="http://books.nap.edu/catalog.php?record_id=11733">Glut: Mastering Information Through The Ages</a> perhaps? Although sadly this one doesn&#8217;t yet appear to be available for download.</p>
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		<title>Free stuff for virtual worlds and game based learning</title>
		<link>http://lg.dlivingstone.com/2011/04/24/free-stuff-for-vw-and-gbl/</link>
		<comments>http://lg.dlivingstone.com/2011/04/24/free-stuff-for-vw-and-gbl/#comments</comments>
		<pubDate>Sun, 24 Apr 2011 21:17:38 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=950</guid>
		<description><![CDATA[[Updated 7/6/2011 - More 2D &#38; sound resources] At the recent Game2Learn event in Dundee, I spoke about ways of reducing the costs of developing new learning games and/or virtual worlds. One of the key ways to reduce costs is to use free stuff &#8211; of which there is a lot out there. Many of [...]]]></description>
			<content:encoded><![CDATA[<p>[Updated 7/6/2011 - More 2D &amp; sound resources]</p>
<p>At the recent Game2Learn event in Dundee, I spoke about ways of reducing the costs of developing new learning games and/or virtual worlds. One of the key ways to reduce costs is to use free stuff &#8211; of which there is a lot out there. Many of these resources are also useful for students learning game development.</p>
<p>Before using any resource be sure to check the license and conditions for use &#8211; some resources allow reuse for any purpose, others are only for non-commercial use.</p>
<h3>3D Models</h3>
<p>If you are developing your own game or using Unity, then chances are that you can import models that are available in the popular Collada format (and with mesh import this should also come to Second Life/OpenSim before too long).</p>
<p>Google&#8217;s <a title="3D Warehouse" href="http://sketchup.google.com/3dwarehouse/">3D Warehouse</a> is home to thousands of static 3D models &#8211; particularly strong on models of notable buildings, due to the links between Google Sketchup, the 3D warehouse and Google Earth, but interiors, objects and vehicles can all be found.</p>
<p>An interesting new resource (especially if you want military type models, or models of things you might find in or around army bases) is the <a title="3D Repository" href="http://3dr.adlnet.gov/">ADL 3D Repository</a>. You&#8217;ll also find a lot of regular household items (chandeliers and bidets!) alongside the weaponry and vehicles, plus models of US soldiers and Afghan civilians.</p>
<p>More commercially oriented sites like <a title="TurboSquid" href="http://www.turbosquid.com/">TurboSquid </a>are marketplaces for the buying and selling of 3D models &#8211; prices vary dramatically but there is a lot of low cost and free content to be found, and the quality is sometimes of a very professional standard.</p>
<h3>2D Textures and Images</h3>
<p>You can search Flickr for Creative Commons licensed photos, but the photos are not normally very good for use as textures. Wikimedia Commons is another good source of photos, but few are ideal for use as textures.</p>
<p>In comparison, <a title="CGTextures" href="http://www.cgtextures.com/">CGTextures </a>specialises in textures that can be used in game development &#8211; and has thousands on offer. Free for commercial or non-commercial use. The only use that is explicitly not allowed is in creating your own texture packs (e.g. you can use some of these textures to build something in Second Life that you will sell commercially, but you are not allowed to create an in-world texture pack to sell or give away)</p>
<p><a title="HasGraphics" href="http://hasgraphics.com/">HasGraphics</a> links to a small but quite high-quality range of sprites, tilesets and  other 2D graphics resources, while Moosader has posted a range of her  own creations under public-domain license at <a title="OpenArt" href="http://openart.moosader.com/">OpenArt</a>.</p>
<p>Keith Ditchburn has collected <a title="Toymaker - resources" href="http://www.toymaker.info/html/links.html">more links for 2D textures and 3D models over at Toymaker</a>. You can also always do a search for images licensed for reuse at Flick or on Google.</p>
<h3>Music and Sound Effects</h3>
<p><a title="Freesound" href="http://www.freesound.org/">Freesound</a> is home to a huge number of Creative Commons licensed sound effects, while <a title="ccMixter" href="http://www.ccmixter.org/">ccMixter </a>homes similarly licensed music samples, loops and mixes. Also check the <a title="Free Music Archive" href="http://freemusicarchive.org/">Free Music Archive</a> and the <a title="Creative Commons - Audio" href="http://creativecommons.org/audio/">Creative Commons audio blog</a>.</p>
<p>Back at <a title="OpenArt" href="http://openart.moosader.com/">OpenArt</a>, Moosader has collected (and produced some of) a small range of retro-styled music files suitable for games.</p>
<h3>OpenSim and Second Life Specific</h3>
<p>There are two OpenSim specific archive formats &#8211; <a title="OAR files" href="http://opensimulator.org/wiki/OAR_Format">OAR</a> and <a title="IAR files" href="http://opensimulator.org/wiki/Inventory_Archives">IAR</a>. OAR files archive complete regions &#8211; including terrain and all objects including textures, scripts, sounds and more. IAR files archive users&#8217; inventory &#8211; again including all data required to fully restore the items (scripts, sounds, etc.).</p>
<p>A third archive option (for which I&#8217;ve been unable to find a specific name) is the xml format used when backing up objects from Second Life or OpenSim using the <em>export</em> option in Imprudence and other 3rd party client software. (See discussion e.g. <a title="Transfering Content from Second Life to an OpenSim Grid" href="http://metaverseheroes.helpserve.com/index.php?_m=knowledgebase&amp;_a=viewarticle&amp;kbarticleid=33">here</a>). While most online discussion of this format is based on how to transfer your own objects, it also provides another way to share OpenSim/Second Life objects.</p>
<p>OAR files</p>
<p><a title="Four sources for pre-made virtual worlds" href="http://www.hypergridbusiness.com/2009/11/four-sources-for-pre-made-virtual-worlds/">Four sources for OpenSim Archives</a> (OAR files, Hypergrid Business)</p>
<p><a title="OpenSim Creations" href="http://opensim-creations.com/">OpenSim Creations</a> (OAR files, IAR files, XML objects, terrains files, textures. Includes many NSFW)</p>
<p><a title="OpenSim terrains" href="http://www.flickr.com/photos/mentolyptus/sets/72157624766785381/">OpenSim Terrains</a> &#8211; Flickr Set</p>
<p><a title="OSavatars" href="http://osavatars.com/">OSAvatars</a> &#8211; Avatar textures, parts and clothing</p>
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		<title>Computer Games and Instruction</title>
		<link>http://lg.dlivingstone.com/2011/04/13/computer-games-and-instruction/</link>
		<comments>http://lg.dlivingstone.com/2011/04/13/computer-games-and-instruction/#comments</comments>
		<pubDate>Wed, 13 Apr 2011 08:47:16 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Teaching]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=944</guid>
		<description><![CDATA[Nothing for ages, then it all happens at once&#8230; My short piece for EDUCAUSE Review &#8220;Second Life is Dead. Long Live Second Life?&#8221; is now online. I&#8217;ve had a few emails from different folk, generally in agreement. No hate mail yet In the same week, I learned that Computer Games and Instruction, edited by Sigmund [...]]]></description>
			<content:encoded><![CDATA[<p>Nothing for ages, then it all happens at once&#8230;</p>
<p>My short piece for EDUCAUSE Review &#8220;<a title="Second Life is Dead, Long Live Second Life?" href="http://www.educause.edu/library/ERM11211">Second Life is Dead. Long Live Second Life?</a>&#8221; is now online. I&#8217;ve had a few emails from different folk, generally in agreement. No hate mail yet <img src='http://lg.dlivingstone.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>In the same week, I learned that <a title="Computer Games and Instruction" href="http://www.infoagepub.com/products/Computer-Games-and-Instruction">Computer Games and Instruction</a>, edited by Sigmund Tobias and JD Fletcher, is now available. I co-wrote a chapter in this book with Jon Richter on Multi-User Games and Learning &#8211; trying to encapsulate this broad, broad area in a single chapter, quite a challenge. The book also contains chapters by James Paul Gee, Chris Dede and Kurt Squire amongst others &#8211; so we are in very good company. I&#8217;m looking forward to receiving my own copy, but for now I have to settle for scanning the pages available via the Google-books preview (available from the book page, <a title="Computer Games and Instruction" href="http://www.infoagepub.com/products/Computer-Games-and-Instruction">here</a>)</p>
<p>Table of contents below.</p>
<p><span id="more-944"></span><strong>SECTION I: INTRODUCTION TO COMPUTER GAMES</strong></p>
<p><strong></strong> Introduction, <em>Sigmund  Tobias and J. D. Fletcher</em></p>
<p>Searching For the Fun in Learning: A Historical  Perspective on the Evolution of Educational Video Games, <em>Alex Games and Kurt  D. Squire</em></p>
<p>Using Video Games as Educational Tools in Healthcare, <em>Janis  A. Cannon-Bowers</em>, <em>Clint Bowers</em>, and <em>Katelyn Procci</em></p>
<p>After the  Revolution: Game-Informed Training in the U.S. Military, <em>Ralph Ernest Chatham</em></p>
<p>Multi-User Games and Learning: A Review of the Research, <em>Jonathon Richter</em> and <em>Daniel Livingstone</em>. <strong></strong></p>
<p><strong>SECTION II: REVIEW OF THE LITERATURE AND REACTIONS</strong></p>
<p><strong></strong> Review of Research on Computer Games, <em>Sigmund Tobias, J. D. Fletcher, David  Yun Dai,</em> and <em>Alexander P. Wind</em></p>
<p>Reflections on Empirical Evidence on  Games and Learning, <em>James Paul Gee</em></p>
<p>Developing a Research Agenda for Educational  Games and Simulations, <em>Chris Dede</em></p>
<p>Comments on Research Comparing Games  to Other Instructional Methods, <em>Marc Prensky</em></p>
<p><strong>SECTION III: COMPUTER  GAME ISSUES</strong></p>
<p><strong></strong>Multimedia Learning and Games, <em>Richard E. Mayer</em></p>
<p>Action  Game Play as a Tool to Enhance Perception, Attention and Cognition, <em>Ashley  F. Anderson</em> and<em> Daphne Bavelier</em></p>
<p>Developing an Electronic Game for  Vocabulary Learning: A Case Study, <em>Michael L. Kamil</em> and <em>Cheryl Taitague</em>.</p>
<p>Instructional Support in Games, <em>Henny Leemkuil</em> and <em>Ton de Jong</em></p>
<p>Implications of Constructivism for the Design and Use of Serious Games, <em>Jamie  R. Kirkley</em>, <em>Thomas M. Duffy</em>, <em>Sonny E. Kirkley</em>, and <em>Deborah  L. H. Kremer</em></p>
<p>Implications of Game Use for Explicit Instruction, <em>Putai  Jin</em> and <em>Renae Low</em></p>
<p>Cost Analysis in Assessing Games for Learning, <em>J.  D. Fletcher</em></p>
<p><em></em>Using Computer Games to Teach Adult Learners Problem Solving,  <em>Joan (Yuan-Chung) Lang</em> and <em>Harold F. O’Neil</em></p>
<p><em></em>Gender and Gaming,  <em>Elisabeth R. Hayes</em></p>
<p><em></em>Computer Games and Opportunity to Learn: Implications  for Teaching Students from Low Socioeconomic Backgrounds, <em>David Yun Dai</em> and <em>Alexander P. Wind</em></p>
<p><strong>SECTION IV: EVALUATION AND SUMMING UP</strong></p>
<p>Stealth  Assessment in Computer-Based Games to Support Learning, <em>Valerie J. Shute</em>.</p>
<p>Computer Games, Present and Future, <em>Sigmund Tobias and J. D. Fletcher</em>.</p>
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		<title>Game 2 Learn: Take 2 &#8211; Free Game Based Learning Conference</title>
		<link>http://lg.dlivingstone.com/2011/02/14/game-2-learn-take-2-free-game-based-learning-conference/</link>
		<comments>http://lg.dlivingstone.com/2011/02/14/game-2-learn-take-2-free-game-based-learning-conference/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 22:29:29 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[conferences]]></category>
		<category><![CDATA[Games Based Learning]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=939</guid>
		<description><![CDATA[Forwarded invite from Kenji Lamb&#8230; I&#8217;ll be talking on the Friday morning of this event, perhaps see you there? Date:                     17th-19th March (come for one day – or all three!) Location:             Dundee College (17th-18th), University of Abertay (19th) Website:             www.gametolearn.org Cost:                      FREE! HI, I’d like to take just 5 minutes of your time [...]]]></description>
			<content:encoded><![CDATA[<p>Forwarded invite from Kenji Lamb&#8230; I&#8217;ll be talking on the Friday morning of this event, perhaps see you there?</p>
<p><strong>Date</strong>:                     17<sup>th</sup>-19<sup>th</sup> March (come for one day – or all three!)</p>
<p><strong>Location</strong>:             Dundee College (17<sup>th</sup>-18<sup>th</sup>), University of Abertay (19<sup>th</sup>)</p>
<p><strong>Website</strong>:             <a href="http://www.gametolearn.org/" target="_blank">www.gametolearn.org</a></p>
<p><strong>Cost</strong>:                      <strong>FREE!</strong></p>
<p>HI,</p>
<p>I’d like to take just 5 minutes of your time to invite you to Scotland’s largest Games-based Learning Conference: ‘<strong>Game to Learn: Take 2!</strong>’  This year’s event, which we’re organising in partnership with Learning  &amp; Teaching Scotland builds on last year’s success – growing almost 3  times in size, with a staggering 50 keynote, seminar and hands-on  workshop sessions over the 3 days!</p>
<p><span id="more-939"></span></p>
<p>As with the majority of events the <a href="http://www.rsc-ne-scotland.ac.uk/" target="_blank">JISC Regional Support Centre Scotland North &amp; East</a> run – <strong>Game to Learn: Take 2!</strong> is <strong>FREE</strong> to attend! This is only possible through the generosity of the hosting  institutions, organising partners and those delivering presentations and  workshops.</p>
<p>Scotland  is a pioneer when it comes to games-based learning – largely through  the efforts of enthusiastic teaching staff, who are willing to explore  new ways of engaging students with activities designed for learning,  with a little fun and competition thrown in for good measure. This is  all helped by the fact that the country is a thriving home to some of  the world’s leading games developers (chances are your students have  played a game on developed in Scotland on their Wiis, Xboxes or PS3s.),  and organisations like the <a href="http://ltsblogs.org.uk/consolarium/" target="_blank">Consolarium</a>.</p>
<p><strong>Game to Learn: Take 2!</strong> brings together staff from schools, college and universities – and  believe me, we all have something to learn from each other. There’s  fantastic work going on in each sector that could easily be applied to  the other two (check out the sessions on ‘<a href="http://www.gametolearn.org/?page_id=7#storywriting" target="_blank">storywriting</a>’ and ‘<a href="http://www.gametolearn.org/?page_id=6#uq" target="_blank">universe quests</a>’).  We have a range of excellent speakers – from Nick Simon, head of BBC  Scotland’s Learning &amp; New Media, who’ll show you how the BBC take  games very seriously, to Paul Blumenfed – a 2<sup>nd</sup> Year student from the University of Strathclyde who’s leading a brilliant <a href="http://www.gametolearn.org/?page_id=6#trader" target="_blank">workshop on Virtual Trader</a> (I’d definitely recommend going to see Paul – if you’re lucky enough to snag a place at his session, they’re going fast!).</p>
<p>And  we know that finances are on everyone’s mind just now, which is why we  have Daniel Livingstone from the University of the West of Scotland  talking about how games-based approaches an be affordable as well as  fun, and a range of games (both commercial and <em>completely free</em>) being demonstrated!</p>
<p>Oh – and if you think that you have a good idea for a game, then why not apply for a place at our ‘<strong>Codebash</strong>’  on the Thursday? We have 10 games developers who will be teaming up  with one subject specialist to design an educational game in 24 hours  (which will then be presented on the Friday, with prizes for outstanding  examples). You don’t have to have <strong><span style="text-decoration: underline">any</span></strong> experience with games development – just a willingness to experiment and see what’s possible! Just send me an email at <a href="mailto:codebash@rsc-ne-scotland.ac.uk" target="_blank">codebash@rsc-ne-scotland.ac.uk</a> if you’re interested (telling me your name, subject area and  institution). We’ll announce the lucky 10 subject specialists on the 28<sup>th</sup> of February!</p>
<p>Okay, so a brief summary of the three days (remember, you can come along to one or all three!):</p>
<p><strong>Thursday, March 17<sup>th </sup></strong>(Dundee College)</p>
<p>Codebash – you know you want to&#8230;</p>
<p><strong>Friday, March 18<sup>th </sup></strong>(Dundee College)</p>
<p>The  first day of the conference proper – with a 120+ delegates and a range  of presentations, seminars and hands-on sessions examining how  games-based education can have a positive effect on learning. The target  audience for this is schools, colleges and universities.</p>
<p><strong>Saturday, March 19<sup>th</sup> </strong>(University of Abertay)</p>
<p>A  more schools-focused event (though all are welcome!) with 150+  delegates looking at how teachers can apply games-based resources in the  classroom. More hands-on sessions and time to discover how these  resources can be best implemented as part of normal curriculum delivery.</p>
<p>Interested? I can’t see how you <em>wouldn’t</em> want to come along&#8230; I know schedules are tight and finding the time  to come along might be difficult, but trust me – this is one conference  that you do want to come along to. I guarantee you’ll be thanking me at  the end of the day.</p>
<p>Look forward to seeing you there!</p>
<p><strong><a href="http://www.gametolearn.org/" target="_blank">REGISTER YOUR PLACE AT GAME TO LEARN: TAKE 2!</a></strong><br />
 <img src='http://lg.dlivingstone.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>Kenji Lamb</p>
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		<title>Call for Papers: 5th ECGBL (October 2011)</title>
		<link>http://lg.dlivingstone.com/2011/01/12/call-for-papers-5th-ecgbl-october-2011/</link>
		<comments>http://lg.dlivingstone.com/2011/01/12/call-for-papers-5th-ecgbl-october-2011/#comments</comments>
		<pubDate>Wed, 12 Jan 2011 16:33:12 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[ECGBL]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=928</guid>
		<description><![CDATA[This is a second call for papers for the 5th European Conference on Games Based Learning being held at The National and Kapodistrian University of Athens, Greece on the 20-21 October 2011. Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. [...]]]></description>
			<content:encoded><![CDATA[<p>This is a <strong>second</strong> call for papers for the <strong>5th  European Conference on Games Based Learning </strong>being held at <strong>The National  and Kapodistrian University of Athens, Greece on the 20-21 October 2011.</strong></p>
<p>Over the last ten years, the way in which education and  training is delivered has changed considerably with the advent of new  technologies. One such new technology that holds considerable promise for  helping to engage learners is Games-Based Learning (GBL). The Conference offers  an opportunity for scholars and practitioners interested in the issues related  to GBL to share their thinking and research findings. Papers can cover various  issues and aspects of GBL in education and training: technology and  implementation issues associated with the development of GBL; use of mobile and  MMOGs for learning; pedagogical issues associated with GBL; social and ethical  issues in GBL; GBL best cases and practices, and other related aspects. We are  particularly interested in empirical research that addresses whether GBL  enhances learning. This Conference provides a forum for discussion,  collaboration and intellectual exchange for all those interested in any of these  fields of research or practice.</p>
<p>The conference committee welcomes both academic and  practitioner papers on a wide range of topics using a range of scholarly  approaches including theoretical and empirical papers employing qualitative,  quantitative and critical methods.  Action research, case studies and work in  progress/posters are welcomed approaches. PhD Research, proposals for roundtable  discussions, non-academic contributions and product demonstrations based on the  main themes are also invited.</p>
<p>You can find calls for papers for these tracks at:</p>
<p><a href="http://academic-conferences.org/ecgbl/ecgbl2011/ecgbl11-call-papers.htm" target="_blank">http://academic-conferences.org/ecgbl/ecgbl2011/ecgbl11-call-papers.htm</a></p>
<p>Conference proceedings are submitted for accreditation on  publication. Please note that depending on the accreditation body this process  can take up to several months.</p>
<p>Papers accepted for the conference will be published in the  conference proceedings, subject to author registration. Papers presented at the  conference will also be considered for publication in a special issue of the  Electronic Journal of e-Learning.</p>
<p>Papers presented at the conference will be published in the  conference proceedings, subject to author registration and payment.</p>
<p><strong>For the first time there will be a prize for the best  PhD paper and the best Poster presented at the conference.</strong></p>
<p>Please feel free to circulate this message to any colleagues  or contacts you think may be interested.</p>
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		<title>Reward Systems that Drive Engagement</title>
		<link>http://lg.dlivingstone.com/2010/09/05/reward-systems-the-drive-engagement/</link>
		<comments>http://lg.dlivingstone.com/2010/09/05/reward-systems-the-drive-engagement/#comments</comments>
		<pubDate>Sun, 05 Sep 2010 07:47:27 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Assessment]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Students]]></category>
		<category><![CDATA[Teaching]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=884</guid>
		<description><![CDATA[Over the summer I&#8217;ve been &#8216;running&#8217; UNversity &#8211; an online choose-your-own-project summer un-school for UWS game technology and game development students. A key feature of this was that it had to require minimal investment of time from myself (other stuff to do!), but I wanted to try to engage students, and encourage regular participation. Using [...]]]></description>
			<content:encoded><![CDATA[<p>Over the summer I&#8217;ve been &#8216;running&#8217; UNversity &#8211; an online  choose-your-own-project summer un-school for UWS game technology and game  development students. A key feature of this was that it had to require minimal investment of time from myself (other stuff to do!), but I wanted to try to engage students, and encourage regular participation. Using a custom Moodle site, with some minor hacks, we have a points system and a leader board. We also have a basic badge system  &#8211; though I haven&#8217;t been able to spend the time to award badges, and they aren&#8217;t automatically awarded &#8211; so students have to self track their badges until UNversity wraps up and I&#8217;ll give out certificates and prizes.</p>
<p>The system has kind of worked &#8211; it has engaged some folk, and once folk have got into it, they have indeed kept up regular participation. But a number of students started, and quickly stopped &#8211; while others never really got started.</p>
<p>I&#8217;ve just watched a video of a presentation on by Amy Jo Kim from GDC 2010 that might have helped me better design my points and badge system &#8211; <a title="MetaGame Design" href="http://www.gdcvault.com/play/1012242/Meta-Game-Design-Reward-Systems">MetaGame Design: Reward Systems that Drive Engagement</a>. This has given me food for thought, and I can see a couple of ways I went wrong &#8211; particularly on the need to provide more &#8216;early&#8217; rewards for people getting started, and making those more visible. (A way to automatically tweet or send a Facebook message  from Moodle would be nice to make this easier!)<a title="MetaGame Design" href="http://www.gdcvault.com/play/1012242/Meta-Game-Design-Reward-Systems"><br />
</a></p>
<p>Overall, I think I&#8217;d have been limited by what I had time to implement though, so I&#8217;m not going to beat myself up too much about it&#8230; but perhaps there is a good student project in this &#8211; building the system I need to do this better next year.</p>
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