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Play The Past

Play The Past

Jane Mcgonigal's Blog Digital History gameswithoutfrontiers The Gamification Research Network Overview | Call for Papers | Schedule | Papers | Participants | Organizers Update, April 18, 2011: The paper “Play Society Research Project” by Kuikkaniemi et al. has been replaced with a more recent version (also in the bundle). The “introductory papers” below are the original extended abstract for the workshop and a workshop paper we organizers wrote to wrap our heads around the term “gamification” – and we sincerely look forward to be challenged on that. We’ve collected all papers in one handy file for your convenience: Bundle of all workshop papers (PDF) Introductory papers Deterding, Sebastian; Sicart, Miguel; Nacke, Lennart; O’Hara, Kenton; Dixon, DanGamification: Using Game Design Elements in Non-Gaming Contexts “Gamification” is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. Workshop papers Antin, Judd, Churchill, Elisabeth F. Laschke, Matthias; Hassenzahl, MarcBeing a “mayor” or a “patron”?

The Future of Archives in a Digital Age Scholarship and teaching in the humanities are undergoing a seismic shift, from a culture once based almost entirely on in-person and printed exchange to one reliant on a combination of traditional communications and digital technologies. It is a time of excitement for many and of skepticism for others. What does it mean that for many the most used "libraries" have become "digital"? What are the implications for the development of knowledge at a time when vast amounts of data have not been made available in digital formats? We will host, "The Future of Archives in a Digital Age," on February 24–25, 2011, with keynote addresses by Robert Darnton, Director of the University Library at Harvard, and William Ferris, former chairman of the National Endowment for the Humanities.

The Digital Experience and Play | Innovaro Insights & Research Image: x-ray delta one (Flickr) The idea of leisure and “play” for children in America has evolved from an experience cemented in timeless, staple games and toys to one that is increasingly tied to the evolving digital experience of their parents. Consider these trends: Digital activity is soaring among kids. According to an article citing research by the Sesame Workshop, children today are increasingly digitally active—67% of eight year olds use the Internet daily, 40% of four year olds are daily video game players, and 20% of children between the ages of six and eleven own a cell phone. That’s nearly double the percentage found just five years ago (12%). Young, Gen Y moms are exposing their kids to tech earlier than ever. The complexity of toys, and play, will intensify. It’s something we plan to keep our eyes on, for sure—though this doesn’t mean that come January we won’t be eagerly watching the 2012 CES in Las Vegas to see what this New Year’s hottest toys will be as well. Like this:

20 Things Students Want the Nation to Know About Education It's rare for education reformers, policymakers, and funders to listen to those at the heart of education reform work: The students. In fact Ann Curry who hosted Education Nation's first *student panel admitted folks at NBC were a little nervous about putting kids on stage. In their "Voices of a Nation" discussion, young people provided insight into their own experiences with education and what they think needs to be done to ensure that every student receives a world-class education. After the discussion Curry knew these students didn't disappoint. She told viewers, "Students wanted to say something that made a difference to you (adults) and they did. Here is a video of the student panelists followed by a recap of some of the sentiments they shared. Below are the sentiments shared by these current and former students during the segment. The students are ready to talk to us.

Tooling Up for Digital Humanities ProfHacker Many of us have favorite tools that suit our workflows well, helping us accomplish our tasks and keep track of needed bits of information. Below you’ll find a list of applications, services, and utilities that I use almost daily. Workflow. I know I know. Let’s backtrack a minute. A few weeks ago, coincidentally during Day of DH 2016, it was brought to my attention that Voyant, a web-based text analysis tool, had upgraded to Version 2.0. This has been a popular tool with ProfHackers (I’ve written about using it as has Brian), and the new version is a great improvement. a cleaner, crisper appearance better cross-platform and mobile device support (all tools in HTML5, no Flash or Java Applets) advanced search capabilities, including wil… My assignments are often inspired by things I learn about from my Personal Learning Network (PLN), and this particular assignment is inspired by several people. On March 30th, the American University in Cairo held its first Research Day.

Writing History in the Digital Age Digital History: A Guide to Gathering, Preserving, and Presenting the Past on the Web This book provides a plainspoken and thorough introduction to the web for historians—teachers and students, archivists and museum curators, professors as well as amateur enthusiasts—who wish to produce online historical work, or to build upon and improve the projects they have already started in this important new medium. It begins with an overview of the different genres of history websites, surveying a range of digital history work that has been created since the beginning of the web. The book then takes the reader step-by-step through planning a project, understanding the technologies involved and how to choose the appropriate ones, designing a site that is both easy-to-use and scholarly, digitizing materials in a way that makes them web-friendly while preserving their historical integrity, and how to reach and respond to an intended audience effectively. On this website, we present a free online version of the text. , Barnes and Noble, or U. of Penn. Press.

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