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	<title>Learning Games &#187; Technology</title>
	<atom:link href="http://lg.dlivingstone.com/category/technology/feed/" rel="self" type="application/rss+xml" />
	<link>http://lg.dlivingstone.com</link>
	<description>Learning about games, games about learning</description>
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		<title>Learn to Program in 2012</title>
		<link>http://lg.dlivingstone.com/2012/01/19/learn-to-program-in-2012/</link>
		<comments>http://lg.dlivingstone.com/2012/01/19/learn-to-program-in-2012/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 17:20:46 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[CodeYear]]></category>

		<guid isPermaLink="false">http://lgdotdlivingstonedotcom.virtualba.co.uk/?p=1071</guid>
		<description><![CDATA[Earlier today I was watching a video interview with Grace Hopper&#8217;s biographer, and at one point he discusses how some academics disliked Grace&#8217;s work because she involved the users in developing programming languages, and from her attempts to take programming away from the mathematicians and make it something that &#8216;normal&#8217; folk could do. This point [...]]]></description>
			<content:encoded><![CDATA[<p>Earlier today I was watching <a title="Grace Hopper and the Information Age" href="http://www.youtube.com/playlist?list=PLD6E0DEE2A1038994&amp;feature=plcp">a video interview with Grace Hopper&#8217;s biographer</a>, and at one point he discusses how some academics disliked Grace&#8217;s work because she involved the users in developing programming languages, and from her attempts to take programming away from the mathematicians and make it something that &#8216;normal&#8217; folk could do.</p>
<p>This point is pretty much the central theme of Ted Nelson&#8217;s 1974 classic &#8216;<a title="Computer Lib at the DigiBarn" href="http://www.digibarn.com/collections/books/computer-lib/">Computer Lib</a>&#8216; &#8211; with &#8220;You can and must understand computers NOW&#8221; emblazoned on the cover.</p>
<p>It has resonance today with the flurry of recent activity highlighting the need to drastically improve computing education in the UK &#8211; <a title="Next Gen" href="http://www.nesta.org.uk/events/assets/features/next_gen">Next Gen</a> and <a title="Royal Society computing in schools report" href="http://royalsociety.org/education/policy/computing-in-schools/report/">Royal Society</a> reports, recent government statements, and so on.</p>
<p>Appropriately, CodeAcademy have declared 2012 to be the Year of the Code &#8211; the year in which everyone should try to learn and program.</p>
<p>Here are some good start points for complete novices:</p>
<p><a title="Code Year" href="http://codeyear.com/">http://codeyear.com/</a> &#8211; CodeAcademy&#8217;s Code Year site. This uses interactive online lessons that build your skills with JavaScript &#8211; the scripting language used in web-browsers (and some other places besides).</p>
<p>Even more basic, the <a title="School of Webcraft" href="http://p2pu.org/en/schools/school-of-webcraft/">School of Webcraft</a> will introduce you to HTML &#8211; not a programming language as such, but the basic markup language used to create simple webpages.</p>
<p>One of Stanford&#8217;s free courses is <a title="CS101" href="http://www.cs101-class.org/">CS101</a>, and this will introduce you to some of the fundamentals of computing and will allow you to practice programming online. The course starts in February, so still time to sign up. I think this course will be using Python &#8211; another easy to learn, beginner friendly language. The course leader, Nick Parlante, also runs the <a title="CodingBat" href="http://codingbat.com/">CodingBat </a>site which has a range of programming challenges that can be completed online to test your skills in either Java or Python.</p>
<p>There are many other free online courses on computer programming, from a wide range of institutions and available through iTunes U, YouTube or elsewhere &#8211; but what these courses offer is exercises you can complete online and the opportunity to learn alongside other learners and mentors.</p>
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		<item>
		<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>
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		<title>Bye Bye ICT&#8230; Hello CS</title>
		<link>http://lg.dlivingstone.com/2012/01/11/bye-bye-ict-hello-cs/</link>
		<comments>http://lg.dlivingstone.com/2012/01/11/bye-bye-ict-hello-cs/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 21:32:40 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[ICT]]></category>

		<guid isPermaLink="false">http://lgdotdlivingstonedotcom.virtualba.co.uk/?p=1066</guid>
		<description><![CDATA[As covered on every news site (e.g. BBC) and every blog everywhere&#8230; schools in England will be dropping ICT (Information &#38; Communication Technology, or &#8216;How to use office software and send email&#8217; as it was generally taught) and introducing Computer Science &#8211; including programming and software development &#8211; in its place. It seems that even [...]]]></description>
			<content:encoded><![CDATA[<p>As covered on every news site (e.g. <a title="School ICT to be replaced by computer science programme" href="http://www.bbc.co.uk/news/education-16493929">BBC</a>) and every blog everywhere&#8230; schools in England will be dropping ICT (Information &amp; Communication Technology, or &#8216;How to use office software and send email&#8217; as it was generally taught) and introducing Computer Science &#8211; including programming and software development &#8211; in its place. It seems that even Michael Gove can get things right sometimes.</p>
<p>Of course, software development (including game development) is already part of the Scottish Curriculum for Excellence &#8211; but the greater challenge comes with developing teacher skills and knowledge and getting the technology in place to support the curriculum. According the <a title="Ian Livingstone on ICT in schools" href="http://news.bbc.co.uk/today/hi/today/newsid_9675000/9675420.stm">Ian Livingstone interview on Today</a>, only 3 of 28,000 qualifying teachers in England in 2010 had Computing Science degrees (seems a dubious statistic myself, not sure what the origin of the stat is), so there will be significant need to support and develop teacher expertise. If schools are merely given the <em>option</em> of including programming, then relatively few may benefit from what has been announced as a very major shake-up.</p>
<p>I&#8217;ll leave final words to Prof Steve Furber (who as one of the creators of the BBC Computer, was responsible for the introducing many British school children to programming in schools):</p>
<blockquote><p>&#8220;We look forward to hearing more about how the government intends to support non-specialist teachers who make up the majority of the workforce in delivering an excellent ICT education without official guidance on lesson content,&#8221;</p></blockquote>
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		<title>Are Virtual Worlds (still) Relevant in Education?</title>
		<link>http://lg.dlivingstone.com/2011/12/23/are-virtual-worlds-still-relevant-in-education/</link>
		<comments>http://lg.dlivingstone.com/2011/12/23/are-virtual-worlds-still-relevant-in-education/#comments</comments>
		<pubDate>Fri, 23 Dec 2011 14:14:09 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Teaching]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=1046</guid>
		<description><![CDATA[Sarah Smith-Robbins asks whether virtual worlds are (still) relevant in education in the current issue of eLearn. Sarah identifies many of the reasons why VW have slid in popularity and hype. I think learning technologies (and the people interested in them) are still prone to hype and despondence -  augmented reality and gamification to name [...]]]></description>
			<content:encoded><![CDATA[<p>Sarah Smith-Robbins asks whether virtual worlds are (still) relevant in education in the current issue of <a title="eLearn Magazine" href="http://elearnmag.acm.org/archive.cfm?aid=2078479">eLearn</a>.</p>
<p>Sarah identifies many of the reasons why VW have slid in popularity and hype. I think learning technologies (and the people interested in them) are still prone to hype and despondence -  augmented reality and gamification to name two of the more recent hype cycles. As the dust settles, there will still be people using VW in education &#8211; though unlikely as widely as the hype was leading us to believe.</p>
<p>Sarah&#8217;s article does a very good job of explaining some of the key reasons why the recent Second Life centric wave of hype burst &#8211; as virtual worlds re-emerge it will presumably be with less wild enthusiasm and a more pragmatic and realistic basis.</p>
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		<title>ARVEL SuperNews</title>
		<link>http://lg.dlivingstone.com/2011/12/22/arvel-supernews/</link>
		<comments>http://lg.dlivingstone.com/2011/12/22/arvel-supernews/#comments</comments>
		<pubDate>Thu, 22 Dec 2011 15:13:05 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Teaching]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=1043</guid>
		<description><![CDATA[A mixture of magazine, journal and blog, with a blend of irreverant, useful, bizarre and thought-provoking pieces, ARVEL SuperNews has arrived. Includes lists of upcoming games and virtual world conferences, lists of some current projects, book and film reviews and contributed articles by Jon Richter and Jeremy Kemp and others. By far the weirdest bit [...]]]></description>
			<content:encoded><![CDATA[<p>A mixture of magazine, journal and blog, with a blend of irreverant, useful, bizarre and thought-provoking pieces, ARVEL SuperNews has arrived. Includes lists of upcoming games and virtual world conferences, lists of some current projects, book and film reviews and contributed articles by Jon Richter and Jeremy Kemp and others. By far the weirdest bit was the Dear Chris page&#8230; did Chris Dede <em>really</em> write that? Mind blowing. Worth a read for anyone interested in Game Based Learning and Virtual Worlds &#8211; you are sure to find something of value inside.</p>
<p>Get your SuperNews here:</p>
<p><a href="http://dl.dropbox.com/u/2080114/ARVEL%20SuperNews%20Fall%202011.pdf" target="_blank">http://dl.dropbox.com/u/2080114/ARVEL%20SuperNews%20Fall%202011.pdf</a></p>
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		<title>MIT follows Stanford: Certificates for external students</title>
		<link>http://lg.dlivingstone.com/2011/12/21/mit-follows-stanford-certificates-for-external-students/</link>
		<comments>http://lg.dlivingstone.com/2011/12/21/mit-follows-stanford-certificates-for-external-students/#comments</comments>
		<pubDate>Wed, 21 Dec 2011 17:31:43 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Students]]></category>
		<category><![CDATA[Teaching]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=1038</guid>
		<description><![CDATA[Now MIT will follow Stanford in offering certificates to external students who complete online courses based around free materials. Like Stanford the exact financial details are yet to be revealed &#8211; but students wanting certificates will be paying. More at the Chronicle, here. Off hand, this seems different to the AI-Class model which implies (but [...]]]></description>
			<content:encoded><![CDATA[<p>Now MIT will follow Stanford in offering certificates to external students who complete online courses based around free materials. Like Stanford the exact financial details are yet to be revealed &#8211; but students wanting certificates will be paying. More at the Chronicle, <a title="MIT will offer certificates to external students" href="http://chronicle.com/article/MIT-Will-Offer-Certificates-to/130121/">here</a>. Off hand, this seems different to the AI-Class model which implies (but may change) that the class will be offered to <em>institutions</em> who then enroll their students and allow the credits to be used towards local degree awards.</p>
<p>Meanwhile, a quieter way that Stanford appear to be commercializing their free offering&#8230; by inviting top performers to submit CVs, which Stanford then forward to companies looking for talented employees. Recruitment agencies generally make their money when they provide CVs of people who end up being hired &#8211; and here Stanford might make a small, but no doubt useful, pot of cash based on their free offering.</p>
<p>I think few UK universities seem to be institutionally aware of what is going on here &#8211; most are still focussing primarily on the campus based student (where the campus may not actually be in the UK&#8230;) and trying to get the maximum in fees for students attending courses. Meanwhile the US based private universities are looking at the margins available on extending offerings to massive numbers home based students at low individual costs, exploiting systems that remove much of the costs associated with teaching and supporting those students. Automate the testing and evaluation and support self-organising study groups, removing the burden on the tutor altogether.</p>
<p>I think universities are going to have to face this head on, acknowledge what is going on and work out exactly what their strategy is to survive the next few decades: When education is free, and certification costs are marginal, what are people getting for their money when they attend university? But I don&#8217;t currently see this happening &#8211; at least not in the UK, where everyone is too distracted over current issues surrounding fees.</p>
<p>But perhaps the most interesting point about the MIT offering is at the very end of the Chronicle&#8217;s article:</p>
<blockquote><p>The core idea of OpenCourseWare—free online content—spread far beyond  MIT. The institute hopes this project will also catch on elsewhere. To  help make that happen, it will release the MITx open-learning software  at no charge, so other educational institutions can adopt it.</p></blockquote>
<p>Depending on what the software does, and how adaptable it is, other universities will be able to follow suit &#8211; but few have the MIT brand to attract students.</p>
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		<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>
]]></content:encoded>
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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>Using Web 2.0 Tools to Develop and Support a Multi-Campus Class</title>
		<link>http://lg.dlivingstone.com/2011/06/12/using-web-2-0-tools-to-develop-and-support-a-multi-campus-class/</link>
		<comments>http://lg.dlivingstone.com/2011/06/12/using-web-2-0-tools-to-develop-and-support-a-multi-campus-class/#comments</comments>
		<pubDate>Sun, 12 Jun 2011 18:45:08 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Assessment]]></category>
		<category><![CDATA[Teaching]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=993</guid>
		<description><![CDATA[I was at the JISC RSC Scotland SW Future Focus event on Friday. There were some great sessions during the day &#8211; Jane Hart gave the opening keynote, with a very motivational (and fun) afternoon keynote from Gavin Oates of Tree of Knowledge. In between I attended a couple of sessions related to games and [...]]]></description>
			<content:encoded><![CDATA[<p>I was at the JISC RSC Scotland SW <a title="Future Focus" href="http://www.rsc-sw-scotland.ac.uk/FutureFocus/index.htm">Future Focus</a> event on Friday. There were some great sessions during the day &#8211; Jane Hart gave the opening keynote, with a very motivational (and fun) afternoon keynote from Gavin Oates of Tree of Knowledge. In between I attended a couple of sessions related to games and 3D technologies in education: Dr Vassilis Charissis 3D training applications for surgeons and medics, and Keith Quinn&#8217;s demonstration of the use of the PSP Second Sight application to develop augmented distance learning training packs for Glasgow City Council. More details on these and other talks <a title="Future Focus Programme" href="http://www.rsc-sw-scotland.ac.uk/FutureFocus/programme.htm">in the full programme</a>.</p>
<p>The event closed off with an awards ceremony awarding prizes to some of the institutions and individuals who submitted case studies to &#8220;<a title="Best of the West" href="http://www.rsc-sw-scotland.ac.uk/best_of_the_west/BoW.htm">Best of the West</a>&#8221; &#8211; a collection of examples of effective and innovative practice, to help share knowledge and expertise across the region.  There are about 50 of these, and they are well worth a browse &#8211; covering a wide range of tools and technologies across a range of disciplines in FE and HE. My own case study &#8211; <a title="Using Web 2.0 Tools to Develop and Support a Mutli-Campus Class" href="http://www.rsc-sw-scotland.ac.uk/case_studies/docs/UWSWeb2MultiCampusClasses.pdf">Using Web 2.0 Tools to Develop and Support a Multi-Campus Class</a> &#8211; has a bit of everything bar the kitchen sink, as I used a bunch of different resources and technologies to allow me to develop new materials for a multi-campus class with limited time. The class finished after writing up the case study, and I&#8217;m pleased that it received some of the most favourable feedback I&#8217;ve ever had from students. Re-writing the module as it was being taught was undeniably hard work &#8211; but the technologies and resources used both made it easier and made it better than it would have been otherwise.</p>
<p>On Friday I was extremely surprised to find out that my case study was one of six shortlisted in the Teaching and Learning category of the awards &#8211; and somewhat taken aback when I was awarded a Highly Commended prize. As you can see by the breadth of my smile <a title="Highly Commended!" href="http://www.flickr.com/photos/dlivingstone/5818410906/in/photostream">here</a>.</p>
<p>&nbsp;</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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