Media Art Net | Davies, Charlotte: Osmose Charlotte Davies«Osmose» If in virtual environments during the first years of Virtual Art one often witnessed the use of gateways that caused abrupt crossovers, what one experiences in the image spaces of «Osmose» are osmotic crossovers from one sphere of images to the next, always aware of how an old sphere deteriorates and then amalgamates with a newer one. This, of course, entails calculating both image spaces at exactly the same time. [...] Two worlds of text parenthetically accompany this simulacrum of nature: on the one side, the 20,000 lines of the programming code that produces the work, which in the artificial world arranges itself to an enormous column awaiting inspection. The inconsistency between technology and nature that Char Davies seems to develop as the theme in the work «Osmose» (osmosis), and in the succeeding work «Ephémère,» is explained only in part by an interest in economy. Susanne Ackers (also the author of all the following descriptions of Char Davies’ works)
The Entertainment Software Association - Home Page Middle School Minecraft | Imagine the possibilities… Gamification: Defined for Educators | IGNITEducation “Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems” -Zichermann“Gamification is a business strategy which applies game design techniques to non-game experiences to drive user behavior.” -Gamification.org“Gamification is the infusion of game design techniques, game mechanics, and/or game style into anything.” -Gamification Wiki All of the above definitions are valid. Gamification is a huge field of study which is growing every day. But as a teacher, none of these definitions are helpful as they seem a bit vague. Lee and Hammer define Gamification as “the use of game mechanics, dynamics, and frameworks to promote desired behaviors.” Lee and Hammer hit the nail on the head. As always, the devil is in the details.
What the Research Says About Immersion - Tara Williams Fortune Note: This chapter was originally published by the Asia Society as a chapter in the handbook entitled Chinese Language Learning in the Early Grades. The full publication can be found at: Download PDF of this article What the Research Says About Immersion by Tara Williams Fortune Center for Advanced Research on Language Acquisition University of Minnesota Over nearly half a century, research on language immersion education has heralded benefits such as academic achievement, language and literacy development in two or more languages, and cognitive skills. Benefits of Language Immersion Academic and Educational Without question, the issue investigated most often in research on language immersion education is students' ability to perform academically on standardized tests administered in English. Although the vast majority of TWI research has been carried out in Spanish/English settings, Dr.
Water Cooler Games Note: the Water Cooler Games archive is currently offline, but it will return shortly after being transitioned to this website. -ib, July 2014 From 2003-2009, Water Cooler Games served as the web’s primary forum for “videogames with an agenda” — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment. The site was maintained at watercoolergames.org, where it was edited by myself and Gonzalo Frasca from 2003-2006, and by me alone from 2006-2009. Water Cooler Games is now archived in full on this site, including comments. While the site primarily introduced general readers to the idea of games beyond entertainment, it also served as a research blog. All links to watercoolergames.org remain active and will forward to their correct pages in the archive.
Crash Course on Gaming! | HP Catalyst Academy IGNITEducation | Collecting the Sparks of Educational Innovation ThinkBalm: What is immersion?Hypergrid Business According to a new report by analyst firm ThinkBalm, immersiveness is not an all-or-nothing proposition but a continuum. On the low-immersion extreme are virtual worlds with cartoony graphics, static camera angles, no spacial voice, and limited gestures. High-immersive worlds, by comparison, have realistic graphics, customizable avatars, spacial audio and a full range of gestures and animations. An immersive environment can run either in a separate application, or inside a Web browser. The richness of the environment is determined “by the degree to which the user’s senses are engaged, and the desirability and meaningfulness of the activity in which the user is participating,” said Sam Driver and Erica Driver, the authors of the report. Read the full report here. ThinkBalm's reception area, running on the hosted 3DXplorer platform.
2014 Virtual Unconference Speakers Chris is a Clinical Assistant Professor in the Department of Educational Technology at Boise State University. Chris is actively piloting and developing groundbreaking alternative approaches to delivering and tracking learning. With co-inventor Dr. Lisa Dawley, Chris created 3D GameLab, a game-based/quest-based learning management system. At the university, Chris specializes in preparing pre-service teachers in methods and applications of technology integration in the classroom. Class as a Fully Realized Online RPG Faculty of Boise State University have converted a class to a fully game-based approach that leverages role-play characteristics, MMORPG leveling and skill building, and an immersive game-based design.