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	<title>Learning Games</title>
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	<link>http://lg.dlivingstone.com</link>
	<description>Games about learning or learning about games?</description>
	<lastBuildDate>Fri, 13 Aug 2010 19:44:19 +0000</lastBuildDate>
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		<title>The science of immersion</title>
		<link>http://lg.dlivingstone.com/2010/08/13/the-science-of-immersion/</link>
		<comments>http://lg.dlivingstone.com/2010/08/13/the-science-of-immersion/#comments</comments>
		<pubDate>Fri, 13 Aug 2010 19:31:36 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Gaming Addiction]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Immersion]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=880</guid>
		<description><![CDATA[Nice piece on immersion in the Guardian &#8211; the Science of Immersion. We have to be very careful with terms, because a game that&#8217;s very immersive is Tetris, but there&#8217;s no sense that you&#8217;re IN the experience. Aside from illustrating how varied and elusive definitions of immersion can be, the article highlights the role of [...]]]></description>
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<p>Nice piece on immersion in the Guardian &#8211; the <a href="http://www.guardian.co.uk/technology/gamesblog/2010/aug/10/games-science-of-immersion">Science of Immersion.</a></p>
<blockquote><p>We have to be very careful with terms, because a game that&#8217;s very immersive is Tetris, but there&#8217;s no sense that you&#8217;re IN the experience.</p></blockquote>
<p>Aside from illustrating how varied and elusive definitions of immersion can be, the article highlights the role of the personality of the user. This is a significant issue for education in virtual worlds. If we base benefits on some notion of how immersive the environment is, then what does this mean for students whose personalities limit their sense of immersion in digital 3D worlds?</p>
<p>(This post somewhat painfully prepared on a mobile phone)</p>
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		<title>e-Adventure 1.2 release</title>
		<link>http://lg.dlivingstone.com/2010/08/04/e-adventure-1-2-release/</link>
		<comments>http://lg.dlivingstone.com/2010/08/04/e-adventure-1-2-release/#comments</comments>
		<pubDate>Wed, 04 Aug 2010 15:33:13 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[e-Adventure]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=875</guid>
		<description><![CDATA[I&#8217;ve mentioned e-Adventure before &#8211; an authoring toolkit for creating educational adventure games that can plug into web-based VLEs/CMS. While I was on vacation, version 1.2 was released, details below from the e-Adventure team: New Release 1.2 Educational games and simulations with e-Adventure Dear all, We are pleased to announce the release of a new [...]]]></description>
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<p>I&#8217;ve mentioned e-Adventure before &#8211; an authoring toolkit for creating educational adventure games that can plug into web-based VLEs/CMS. While I was on vacation, version 1.2 was released, details below from the e-Adventure team:</p>
<p>New Release 1.2 Educational games and simulations with e-Adventure</p>
<blockquote><p><span style="font-family: Arial;">Dear all,</span></p>
<p><span style="font-family: Arial;">We are pleased to announce the release of  a new  &lt;e-Adventure&gt; release (1.2 RC1) available through <a href="http://sourceforge.net/" target="_blank">sourceforge.net</a>, the  &lt;e-Adventure&gt; website and the downloads section of the website. </span></p>
<p><span style="font-family: Arial;">e-Adventure is a research project aiming  to  facilitate the integration of educational games and game-like  simulations in  educational processes in general and Virtual Learning Environments (VLE)  in  particular. It has been developed by the e-learning research group (</span><a><span style="text-decoration: underline;"><span style="color: #0000ff;"><span style="color: #0000ff;"><span style="font-family: Arial;">www.e-ucm.es</span></span></span></span></a><span style="font-family: Arial;">) at  the Universidad Complutense de Madrid.</span></p>
<p><span style="font-family: Arial;">With e-Adventure, any person can write an  educational  point &amp; click adventure game. Also it is very simple to create first  person  simulations based on photos, which can be very useful for training or  teaching  procedural knowledge.</span></p>
<p><span style="font-family: Arial;">The platform includes special features  targeting  educational environments, such as built-in assessment and debriefing and  the  possibility of exporting the games as standards-compliant Learning  Objects  (packaged according to the IMS Content Packaging specification and  marked with  IEEE LOM metadata). The games can thus be deployed without effort in  different  VLEs and stored in content repositories. The tools, and a detailed  tutorial, are  here: </span><a href="http://e-adventure.e-ucm.es/" target="_blank"><span style="text-decoration: underline;"><span style="color: #0000ff;"><span style="color: #0000ff;"><span style="font-family: Arial;">http://e-adventure.e-ucm.es</span></span></span></span></a></p>
<p><span style="font-family: Arial;">New features have been added to this  release, as well  as many bugfixes found thanks to intense testing of the platform.</span></p>
<p><span style="font-family: Arial;">The main changes are:</span></p>
<p><span style="font-family: Arial;">- Better books: arrows can now be  customized and bugs  have been fixed</span></p>
<p><span style="font-family: Arial;">- Better trajectories: length of sections  can be  defined to simulate the depth of a scene and bugs have been fixed</span></p>
<p><span style="font-family: Arial;">- Improved performance (engine):  performance is now  be considerably better across all games, including the playback videos  and  animation of transitions</span></p>
<p><span style="font-family: Arial;">- Improved performance (editor): the  editor should  now use less memory and allow a more fluent creation experience</span></p>
<p><span style="font-family: Arial;">- Increased &#8220;action&#8221; flexibility: default  actions are  no longer forced upon games</span></p>
<p><span style="font-family: Arial;"><span>- New  &#8220;Drag to&#8221; action which allows the dragging and dropping of objects (both   directly as an interaction and using a context button)</span></span></p>
<p><span style="font-family: Arial;">- Reduced size: the installer is now less  than 20MB  against the 40MB of previous releases</span></p>
<p><span style="font-family: Arial;"><span>-  Improved conversations: For instance, the last line in a  conversation can  remain in the screen while the answer choices are presented</span></span></p>
<p><span style="font-family: Arial;">- Better graphic resources: Default  buttons and books  have a new and improved look</span></p>
<p><span style="font-family: Arial;">- New licence agreement: is now pure LGPL   software!</span></p>
<p><span style="font-family: Arial;">- Two new translations: Portuguese and  German are now  available (some errors are still to be found in the RC). This is thanks  to the  special effort of Adela Castillo and Enrique Lopez Mañas</span></p>
<p><span style="font-family: Arial;">Feel free to visit our website and  test-drive the  tools. . We would love to hear your comments and, if you create an  interesting  game and wish to give it some exposure, we can make it available through  our  website (properly credited, of course). </span></p>
<p><span style="font-family: Arial;">We hope you enjoy the impovements in this  new  version. Don&#8217;t forget to have fun!</span></p>
<p><span style="font-family: Arial;">Best regards,</span></p>
<p><span style="font-family: Arial;">The &lt;e-Adventure&gt; team</span></p></blockquote>
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		<title>UWS mention on VirtualWorldWatch</title>
		<link>http://lg.dlivingstone.com/2010/08/04/uws-mention-on-virtualworldwatch/</link>
		<comments>http://lg.dlivingstone.com/2010/08/04/uws-mention-on-virtualworldwatch/#comments</comments>
		<pubDate>Wed, 04 Aug 2010 14:46:00 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Second Life Blogs]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Virtual World Watch]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=873</guid>
		<description><![CDATA[The latest report from VirtualWorldWatch will be out soon. In the mean time, the brief response I sent in has been featured on the VWW website, here. I&#8217;m just back from vacation, trying hard to catch up on emails, but hopefully manage before too long.]]></description>
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<p>The latest report from VirtualWorldWatch will be out soon. In the mean time, the brief response I sent in has been featured on the VWW website, <a title="UWS at VWW" href="http://virtualworldwatch.net/2010/07/19/daniel-livingstone-university-of-the-west-of-scotland/">here</a>.</p>
<p>I&#8217;m just back from vacation, trying hard to catch up on emails, but hopefully manage before too long.</p>
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		<title>Make your blog Zotero friendly with COinS</title>
		<link>http://lg.dlivingstone.com/2010/07/12/zotero-friendly-blogging/</link>
		<comments>http://lg.dlivingstone.com/2010/07/12/zotero-friendly-blogging/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 20:02:17 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[COinS]]></category>
		<category><![CDATA[Zotero]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=864</guid>
		<description><![CDATA[I&#8217;ve known for a while about a data standard known as COinS. This is publishing OpenURL data in an HTML format, and allows you to insert bibliographic metadata into web-pages. COinS data is normally hidden from human viewers &#8211; it exists to make it easier for other programs to extract relevant biblographic information from a [...]]]></description>
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<p>I&#8217;ve known for a while about a data standard known as <a title="COinS" href="http://ocoins.info/">COinS</a>.</p>
<p>This is publishing OpenURL data in an HTML format, and allows you to insert bibliographic metadata into web-pages. COinS data is normally hidden from human viewers &#8211; it exists to make it easier for other programs to extract relevant biblographic information from a web-page. If you are a <a title="Zotero" href="http://www.zotero.org/">Zotero</a> (the fantastic free and open-source bibliographic software) user, you&#8217;ve almost certainly used COinS even if you don&#8217;t know what it is.</p>
<p>When browsing a the contents page of an issue of an academic journal or the search results from Google Scholar, a simple click of a button in Firefox allows you to instantly add all (or a selection) of the articles listed. It can do this because the webpage includes the COinS metadata for each of the papers and articles listed.</p>
<p>For an age I&#8217;ve been wanting to create COinS data for the papers on my own publications list &#8211; as well as for any articles I blog about. There <em>is</em> a COinS plug-in for WordPress &#8211; but this creates the COinS tag for each post on the blog, it&#8217;s not for creating COinS tags relating to the content of a post. Alternatively, <a title="COinS Generator" href="http://generator.ocoins.info/">COinS Generator</a> will create tags for you &#8211; but requires laborious and tedious manual data entry. I just knew there had to be an easier way.</p>
<p>And indeed there was&#8230; and I&#8217;m kicking myself for not seeing it before.</p>
<p>Simply select the references you want want meta-data for, choose &#8220;<strong>Create bibliography from selected items&#8230;</strong>&#8221; &#8211; and &#8220;<strong>Save as HTML</strong>&#8220;. This will save the reference(s) as a web-page with COinS metadata included. Cut and paste from this file into your web-pages as required. With<a title="Paste COinS metadata" href="http://forums.zotero.org/discussion/12711/handling-of-coins-metadata/"> just a little work</a> you can also paste references (and metadata) directly into WordPress or any other web-page.</p>
<p>First you need to tell Zotero which pages you want to paste metadata to (by default Zotero doesn&#8217;t include the metadata when you copy references to the clipboard). Open Zotero settings, then <strong>Preferences&#8230;</strong>, <strong>Export</strong>. Add a &#8220;site-specific setting&#8221; with the <strong>&#8216;+&#8217;</strong> button. Enter the domain name (e.g. dlivingstone.com), choose an output format (e.g. APA, Harvard and so on), and check the <strong>Copy as HTML</strong> option.</p>
<p>Now, you can select references in Zotero, select your references, and simply drag into the text editor, like so (if you don&#8217;t have Zotero installed, view source to see the COinS metadata!):</p>
<div style="line-height:2em;margin-left:0.5in;text-indent:-0.5in;">
<p style="margin:0">Livingstone, D., &amp; Fyfe, C. (2000). Modelling Language-Physiology Coevolution. In <span style="font-style:italic;">The Evolutionary Emergence of Language: Social Function and the Origins of Linguistic Form</span> (pp. 199-215). Cambridge University Press. <span class="Z3988" title="url_ver=Z39.88-2004&amp;ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=bookitem&amp;rft.atitle=Modelling%20Language-Physiology%20Coevolution&amp;rft.publisher=Cambridge%20University%20Press&amp;rft.aufirst=D.&amp;rft.aulast=Livingstone&amp;rft.au=D.%20Livingstone&amp;rft.au=C.%20Fyfe&amp;rft.au=C.%20Knight&amp;rft.au=M.%20Studdert-Kennedy&amp;rft.au=J.R.%20Hurford&amp;rft.date=2000&amp;rft.pages=199-215">&nbsp;</span></p>
<p style="margin:0em 0 0 0">Livingstone, D., &amp; Kemp, J. (2006). Massively multi-learner: recent advances in 3D social environments. <span style="font-style:italic;">Computing and Information Systems Journal, School of Computing, University of Paisley</span>, <span style="font-style:italic;">10</span>(2). <span class="Z3988" title="url_ver=Z39.88-2004&amp;ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.atitle=Massively%20multi-learner%3A%20recent%20advances%20in%203D%20social%20environments&amp;rft.jtitle=Computing%20and%20Information%20Systems%20Journal%2C%20School%20of%20Computing%2C%20University%20of%20Paisley&amp;rft.volume=10&amp;rft.issue=2&amp;rft.aufirst=D.&amp;rft.aulast=Livingstone&amp;rft.au=D.%20Livingstone&amp;rft.au=J.%20Kemp&amp;rft.date=2006">&nbsp;</span></p>
<p style="margin:0em 0 0 0">Livingstone, D., &amp; Kemp, J. (2008a). Integrating Web-Based and 3D Learning Environments: Second Life Meets Moodle. <span style="font-style:italic;">Upgrade: The European Journal for the Informatics Professional</span>, <span style="font-style:italic;">IX</span>(3), 8-14. <span class="Z3988" title="url_ver=Z39.88-2004&amp;ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.atitle=Integrating%20Web-Based%20and%203D%20Learning%20Environments%3A%20Second%20Life%20Meets%20Moodle&amp;rft.jtitle=Upgrade%3A%20The%20European%20Journal%20for%20the%20Informatics%20Professional&amp;rft.volume=IX&amp;rft.issue=3&amp;rft.aufirst=D.&amp;rft.aulast=Livingstone&amp;rft.au=D.%20Livingstone&amp;rft.au=J.%20Kemp&amp;rft.date=2008-06&amp;rft.pages=8-14">&nbsp;</span></p>
<p style="margin:0em 0 0 0">Livingstone, D., &amp; Kemp, J. (2008b). Integrando entornos de aprendizaje basados en Web y 3D: Second Life y Moodle se encuentran.  (F. Sanchez, Tran.)<span style="font-style:italic;">Novatica</span>, (193), 7-12. <span class="Z3988" title="url_ver=Z39.88-2004&amp;ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=article&amp;rft.atitle=Integrando%20entornos%20de%20aprendizaje%20basados%20en%20Web%20y%203D%3A%20Second%20Life%20y%20Moodle%20se%20encuentran&amp;rft.jtitle=Novatica&amp;rft.issue=193&amp;rft.aufirst=D.&amp;rft.aulast=Livingstone&amp;rft.au=D.%20Livingstone&amp;rft.au=J.%20Kemp&amp;rft.au=Francisco%20Sanchez&amp;rft.date=2008-06&amp;rft.pages=7-12&amp;rft.issn=0211-2124">&nbsp;</span></p>
</div>
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		<title>CfP: Contemporary Concepts of Identity in Virtual Worlds</title>
		<link>http://lg.dlivingstone.com/2010/07/12/cfp-contemporary-concepts-of-identity-in-virtual-worlds/</link>
		<comments>http://lg.dlivingstone.com/2010/07/12/cfp-contemporary-concepts-of-identity-in-virtual-worlds/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 11:02:35 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=861</guid>
		<description><![CDATA[Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds Provisionally to be published in 2011 in Springer’s Human-Computer Interaction Series Editors: Anna Peachey (Eygus Ltd / The Open University) and Mark Childs (Coventry University) Invitation to Submit: We invite abstracts of between 500 and 650 words describing the proposed chapter. Abstracts should be supported further [...]]]></description>
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<p><strong><span>Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds<br />
</span></strong><em><span>Provisionally to be published in 2011 in  Springer’s Human-Computer Interaction Series<br />
</span></em><span><br />
<strong>Editors:</strong> Anna Peachey  (Eygus Ltd / The Open University) and Mark Childs (Coventry University)</span></p>
<p><strong>Invitation to Submit:<br />
</strong>We invite abstracts of between 500 and 650 words describing  the proposed chapter. Abstracts should be supported further by up to 500 words  explaining the theoretical underpinning to the chapter, and a brief summary  describing how this chapter will contribute to the book. If the work has been  previously published in any format, or is under consideration elsewhere, please  indicate details of this with your submission.</p>
<p>Submissions should be sent as a Word or RTF document attachment by email  to <span style="text-decoration: underline;"><span style="color: blue;"><a href="mailto:virtualworlds@open.ac.uk" target="_blank">virtualworlds@open.ac.uk</a></span></span>, by 31 July 2010.<br />
Authors will be notified of acceptance by 31 August 2010.<br />
Final chapters, of between 8,000 and 10,000 words, will be due by 30  October 2010, before a double-blind review and revision period.<br />
Completed manuscripts to be submitted on 15 December 2010.</p>
<p><strong>Objectives:<br />
</strong>We anticipate that this book will:<br />
Explore how living, working and learning in virtual worlds is changing  notions of who we are and how we mediate our identities;<br />
Develop understanding and awareness about the diversity of identity  issues in virtual worlds;<br />
Contribute to the theory and development of good practice in identity management and research in virtual worlds;<br />
Propose visions for future practice and research relating to identity management and research in virtual worlds;<br />
Provide examples and case studies from key areas of professional  practice.</p>
<p><strong>Further details, including a more  detailed guide to content, can be found at <span style="text-decoration: underline;"><span style="color: blue;"><a href="http://www.open.ac.uk/virtualworlds/p2_1.shtml" target="_blank">http://www.open.ac.uk/virtualworlds/p2_1.shtml</a><br />
</span></span></strong></p>
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		<title>Call for Papers: Learning in 3D</title>
		<link>http://lg.dlivingstone.com/2010/07/01/call-for-papers-learning-in-3d/</link>
		<comments>http://lg.dlivingstone.com/2010/07/01/call-for-papers-learning-in-3d/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 15:01:30 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[IJTEL]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=855</guid>
		<description><![CDATA[Special Issue of the International Journal of Technology Enhanced Learning (IJTEL): Learning in 3D Guest editors: Carlos Delgado Kloos and Daniel J. Livingstone Download copy of call for special issue on 3D learning (pdf) Journal Aims IJTEL fosters multidisciplinary discussion and research on technology enhanced learning (TEL) approaches at the individual, organisational, national and global [...]]]></description>
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<h3>Special Issue of the International Journal of Technology Enhanced Learning (IJTEL): Learning in 3D</h3>
<h4>Guest editors: Carlos Delgado Kloos and Daniel J. Livingstone</h4>
<p><a href="http://lg.dlivingstone.com/wp-content/uploads/2010/07/Special_Issue_of_IJTEL_on_3D_learning_cfp.pdf">Download copy of call for special issue on 3D learning</a> (pdf)</p>
<h4>Journal Aims</h4>
<p>IJTEL fosters multidisciplinary discussion and research on technology enhanced learning (TEL) approaches at the individual, organisational, national and global levels. Its key objective is to be the leading scholarly scientific journal for all those interested in, researching and contributing to the technology enhanced learning episteme. For this reason, IJTEL delivers research articles, position papers, surveys and case studies aiming:</p>
<ul>
<li>To provide a holistic and multidisciplinary discussion on technology enhanced learning research issues</li>
<li>To promote the international collaboration and exchange of ideas and know how on technology enhanced learning</li>
<li>To investigate strategies on how technology enhanced learning can promote sustainable development</li>
</ul>
<h4>Subject Coverage of Special Issue</h4>
<p>This special issue seeks to bring together research, from different perspectives, on a range of 3D technologies that may be used to enhance or support learning.<br />
Suitable topics may relate to, but are not limited to, the use of a range of 3D technologies in enhancing learning:</p>
<ul>
<li>Virtual Worlds</li>
<li>Game-based Learning</li>
<li>Immersive Simulation</li>
<li>Augmented Reality</li>
<li>Cross and mixed-reality</li>
<li>Assessment in 3D environments</li>
<li>Pedagogies for TEL in 3D environments</li>
<li>Communities of Learners in 3D environments</li>
<li>Standards and Interoperability</li>
</ul>
<h4>Submission</h4>
<p>Prospective authors are invited to notify the intention to submit a paper by<br />
sending a one-page abstract to the editors by 6th August 2010 and submit the full<br />
paper by 6th September 2010.<br />
Abstracts may be sent to the editors at cdk@it.uc3m.es or<br />
daniel.livingstone@uws.ac.uk<br />
Final papers should be submitted electronically via the InderScience online<br />
submissions system at: <a title="IJTEL submissions" href="http://bit.ly/ijtel">http://bit.ly/ijtel</a></p>
<h4>Important Dates</h4>
<p>6th August 2010: Title and Abstract deadline (optional)<br />
6th September 2010: Full paper submission deadline<br />
15th October 2010: Decision notification<br />
12th November 2010: Camera-ready version<br />
Early 2011: Publication (tentative)</p>
<h4>Guest Editors</h4>
<p>Carlos Delgado Kloos, Universidad Carlos III de Madrid, 28911 Leganés (Madrid, Spain), cdk@it.uc3m.es<br />
Daniel J. Livingstone, University of the West of Scotland, Paisley PA1 2BE (Scotland, UK), Daniel.Livingstone@uws.ac.uk</p>
<h4>Editorial Committee</h4>
<p>Ignacio Aedo, UC3M, Spain<br />
John Belcher, MIT, USA<br />
Josep Blat, Universidad Pompeu Fabra, Spain<br />
Darryl Charles, University of Ulster, UK<br />
Thomas Connolly, University of the West of Scotland, UK<br />
Abdulmotaleb El Saddik, University of Ottawa, Canada<br />
Lesley Gourlay, Coventry University, UK<br />
Miguel Lizondo, Deimos-Space, Spain<br />
Judith Molka-Danielsen, Molde University College, Norway<br />
Mariano Rico, Universidad Autónoma de Madrid, Spain<br />
Pilar Sancho Thomas, Universidad Complutense de Madrid, Spain<br />
Kath Trinder, Glasgow Caledonian University, UK</p>
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		<title>CAL 2011 &#8211; Learning Futures</title>
		<link>http://lg.dlivingstone.com/2010/07/01/cal-2011-learning-futures/</link>
		<comments>http://lg.dlivingstone.com/2010/07/01/cal-2011-learning-futures/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 14:52:24 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[CAL2011]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=853</guid>
		<description><![CDATA[The CAL Conference 2011 Learning Futures: Education, Technology &#38; Sustainability April 13-15 2011, Manchester, UK CAL (Computer Assisted Learning) is one of the leading international conferences in the field of education and technology. It brings together researchers across all education sectors, from primary years, to informal learning, to higher education, and across a range of [...]]]></description>
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<div>
<h1>The CAL Conference 2011</h1>
</div>
<div>
<h2>Learning Futures: Education, Technology &amp;  Sustainability</h2>
</div>
<div>April 13-15 2011, Manchester, UK</div>
<div>
<p>CAL (Computer Assisted Learning) is one of the  leading international conferences in the field of education and  technology. It brings together researchers across all education sectors,  from primary years, to informal learning, to higher education, and  across a range of disciplines from psychology to computer science, media  and cultural studies.</p>
<p>In 2011, the conference will lead a challenging international  debate  about the future of research and practice in educational  technology. CAL 11  aims to:</p>
<ul>
<li>Explore the role of educational technology  research in addressing       questions of global and social justice,  widening participation and digital       democracy</li>
<li>Assess what role educational technology might play in the  context       of low carbon, energy constrained futures</li>
<li>Explore how emerging technologies from diverse fields (e.g.  gaming,       AI, biotech, ubiquitous computing) might offer new  environments for       learning</li>
<li>Examine the informal learning practices emerging in children,  youth       and adults’ digital cultures and their implications for  education</li>
<li>Reflect on what lessons have been learned over the last  thirty       years of education technology research, and what these  might mean for the       future of research in the field.</li>
</ul>
<table cellpadding="5" width="100%">
<tbody>
<tr>
<td valign="top">
<div>Our four themes for the  conference are:</div>
<p><strong>Theme 1:</strong> Sustainability, globalisation   and social justice<br />
<strong>Theme 2:</strong> The future of learning  technologies<br />
<strong>Theme 3:</strong> Informal learning and digital  cultures<br />
<strong>Theme  4:</strong> Looking back to look  forward</p>
<p><a href="http://www.cal-conference.elsevier.com/scope.asp">More…</a></p>
<div>Conference  format</div>
<p>Within the main conference individual paper sessions,  workshops and  symposia are organised around the four themes. An  informal fringe activity is  run by the local organising committee to  give a chance for participants to  showcase and experiment with emerging  technologies. If researchers wish to  informally ‘demo’ innovative  learning resources during the conference, please  contact the conference  chairs to discuss this possibility.</td>
</tr>
</tbody>
</table>
<p>The CAL Conference 2011 is organised by  Elsevier Ltd, publishers of the international journal <a onclick="window.open(this.href); return false;" rel="external" href="http://www.elsevier.com/wps/find/journaldescription.cws_home/347/description#description" target="_blank"><em>Computers  &amp; Education</em></a>.</p>
</div>
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		<title>Big Trouble in Linden Lab?</title>
		<link>http://lg.dlivingstone.com/2010/06/25/big-trouble-in-linden-lab/</link>
		<comments>http://lg.dlivingstone.com/2010/06/25/big-trouble-in-linden-lab/#comments</comments>
		<pubDate>Fri, 25 Jun 2010 11:11:40 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Second Life Blogs]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Linden Lab]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=851</guid>
		<description><![CDATA[I&#8217;ve had my hands full the past few weeks &#8211; so when the earthquake happened (Linden Lab laid of 30% of their staff!) I didn&#8217;t get round to blogging it at all. It did give me a chance to see a number of other reactions on the blogosphere though. I think the most interesting analysis [...]]]></description>
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<p>I&#8217;ve had my hands full the past few weeks &#8211; so when the earthquake happened (Linden Lab laid of 30% of their staff!) I didn&#8217;t get round to blogging it at all. It did give me a chance to see a number of other reactions on the blogosphere though. I think the most interesting analysis came from <a title="Second Life's greatest asset" href="http://www.sonic.net/~rknop/blog/?p=272">ex-Linden Rob Knop</a>:</p>
<blockquote><p>If Linden Lab had focused on helping make virtual worlds take off– make  them more useful by providing functionality people wanted and needed,  working on interoperability so that people could take their Second Life  accounts to and from software that was developed not only by Linden  engineers, but by everybody– I predict they would have done a whole lot  better.  Their already existing audience would have given them a leg up,  and would have kept them a leader or at least a major player.  Yes,  they would have been helping “competitors”, but by raising the profile,  utility, and popularity of virtual worlds in general, they would have  helped themselves.</p></blockquote>
<p>And now the other big news&#8230; Mark Kingdon, Linden Lab CEO, will himself be leaving the company &#8211; with co-founder Philip Rosedale returning to the fold to take over in his stead. <a title="Philip returns" href="http://blogs.secondlife.com/community/features/blog/2010/06/24/returning-to-the-lab">Philip announced his return on the SL blog, here</a>. The general perception is that Mark&#8217;s strategies for the Lab generally failed (for example, the cancelled SL Enterprise solution), and also managed to alienate many members of the community. Can Philip turn the ship around and regain some love for the lab? Time will tell&#8230; but his initial post is heavy on the technology and relatively weak on the community side:</p>
<blockquote><p>Our thinking as a team is that my returning to the CEO job now can bring  a product and technology focus that will help rapidly improve Second  Life.  We need to simplify and focus our product priorities &#8212;  concentrating all our capabilities on making Second Life easier to use  and better for the core experiences that it is delivering today.  I  think that I can be a great help and a strong leader in that process.</p></blockquote>
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		<title>More for Less: The Challenges of Games Education</title>
		<link>http://lg.dlivingstone.com/2010/06/25/more-for-less-the-challenges-of-games-education/</link>
		<comments>http://lg.dlivingstone.com/2010/06/25/more-for-less-the-challenges-of-games-education/#comments</comments>
		<pubDate>Fri, 25 Jun 2010 08:04:05 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Students]]></category>
		<category><![CDATA[Teaching]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[Games:EDU]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=848</guid>
		<description><![CDATA[I&#8217;ve finally uploaded the screencast of my keynote from Games:EDU, back in May. Actually, the majority of this relates to any undergraduate teaching in a typical university. Inappropriate strategic goals, growing mountains of paperwork, innovation prevention, the bare pass student and traditional lectures all pop up as challenges &#8211; encouraging students to form effective communities [...]]]></description>
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<p>I&#8217;ve finally uploaded the screencast of my keynote from <a title="Games:EDU" href="/2010/05/20/gamesedu-2010-roundup/">Games:EDU, back in May</a>. Actually, the majority of this relates to <em>any</em> undergraduate teaching in a typical university. Inappropriate strategic goals, growing mountains of paperwork, innovation prevention, the bare pass student and traditional lectures all pop up as challenges &#8211; encouraging students to form effective communities of practice and exploiting technology to extend the reach of the university pop up as part of the solution.</p>
<p>See it here, or on <a title="More for Less - The Hidden Challenges of Games Education" href="http://www.screencast.com/t/OTZmYzRjYjM">screencast.com</a>:</p>
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		<item>
		<title>A virtuous circle?</title>
		<link>http://lg.dlivingstone.com/2010/06/22/a-virtuous-circle/</link>
		<comments>http://lg.dlivingstone.com/2010/06/22/a-virtuous-circle/#comments</comments>
		<pubDate>Tue, 22 Jun 2010 14:18:55 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Edge]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=846</guid>
		<description><![CDATA[Like me, you&#8217;ve probably got used to calls for educators to think more like game designers, to consider how good games help players learn how to play, from James Gee and many others over the past few years. In this months Edge (UK gaming magazine, Issue 216, July 2010), video-game design consultant N&#8217;gai Croal resets [...]]]></description>
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<p><!-- 		@page { margin: 2cm } 		P { margin-bottom: 0.21cm } -->Like me, you&#8217;ve probably got used to calls for educators to think more like game designers, to consider how good games help players learn how to play,  from James Gee and many others over the past few years.</p>
<p>In this months Edge (UK gaming magazine, Issue 216, July 2010), video-game design consultant N&#8217;gai Croal resets a cosmic balance when he suggests that game designers think like teachers&#8230;</p>
<blockquote><p>the <em>primary</em> goal of the developer should be not to punish the player … the developer should be invested not in the player&#8217;s failure but in the player&#8217;s success</p></blockquote>
<p>and</p>
<blockquote><p>developers could probably learn a lot from talking to teachers</p></blockquote>
<p>Bringing Gee and N&#8217;Gai together then tells us that educators can learn from how the best games teach their players – and game designers can learn from how the best teachers teach their students. The circle is complete!</p>
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