Settlers of Catan Conquers Silicon Valley Social Set

I wrote about the learning elements embedded in one of the world’s best boardgames, Settlers of Catan, back in April. This morning, The Wall Street Journal has a front page article describing how the game has taken Silicon Valley’s social set by storm. CEOs of Internet startups play it, new employees are introduced to it in social gatherings, and competitions are common.

Although a boardgame, many new users find the online version or the Apple iPhone app useful for learning the basics, and good practice for RL matches. This is something of a switch from what we’ve seen with popular videogames that can be leveraged for learning, where players go offline to pick up tips and strategies, such as the studying of history books by avid Civilization fans.

Speculation regarding its popularity in Silicon Valley centers on the game’s similarity to starting a business. Here’s the key paragraph:

LinkedIn’s Mr. Hoffman, who estimates he has inducted nearly 40 Silicon Valley executives into the game, says tech entrepreneurs are drawn to Settlers because it “most closely approximates entrepreneurial strategy.” The title pushes players to collaborate and swap resources to get points, while the random rolls of the dice force people to constantly revamp their strategies for winning. That’s much like running a start-up, Mr. Hoffman says.

Very interesting. The game is available on Amazon or at Barnes & Noble. Might make a good gift for the budding entrepreneur on your list.

References:
Tam, P. (2009, December 17). An old-school board game goes viral among Silicon Valley’s techie crowd. The Wall Street Journal, A1. [Online.] Retrieved December 17, 2009 from http://online.wsj.com/article/SB126092289275692825.htm


The Ed Tech Crew Plugs Educational Games Research

I finally got a chance recently to listen to The Ed Tech Crew’s Podcast #108, dated Nov. 26, 2009, in which they plugged this blog. The Ed Tech Crew is an Australian outfit that discusses educational technology topics every week, and conversation runs the gambit from new software and hardware to teaching techniques and conferences.

My post on the Top Ten Free Educational Video Games caught their eyes, and the guys were familiar with a couple of the titles. They had worked with Dr. Dede at Harvard on River City, with students logging in to the servers in Boston, and reminisced about the challenges in working between time zones. They also discussed the learning elements found in America’s Army, but felt it wasn’t appropriate for school use. Good point, though the list wasn’t compiled with that in mind, necessarily.

At two years old this month, the list is getting a little long in the tooth, but it’s nice to see it still attracting comments and attention after all this time. If you download the podcast, my blog entry is the last topic of discussion, starting around minute 57.


Free Graph Paper with 95 Graphs Grids and Games

There were times in college I needed a sheet of graph paper, and wished I could just print out a copy in Word and be on my way. I finally ended up making my own, and thus added to a wide collection of cut and paste resources.

Such material is especially prevalent among teachers the world over, and Paul Edelman has created a successful site for sharing it all. TeachersPayTeachers is the former NYC public school teacher’s site, and it was recently profiled in a New York Times article, which is where I found out about it.

Intrigued with Mr. Edelman’s successful site, I gathered several cut and paste items and assembled them into a document entitled “95 Graphs Grids and Games.”

The doc is divided into four sections. Section One is devoted to graphs and graph paper, and offers 30 selections that can be printed or shown on an interactive whiteboard. Section Two features number grids, including multiplication tables up to 15×15 and several number lines. Section Three centers on language arts, and features alphabet grids and writing lines. If you need some lined paper you can simply print out one of four full page selections and let kids write away.

Finally, Section Four is for games, and I included several that teachers can print out or use in other applications. Traditional checkerboards and/or chess boards are included, along with simpler fare like Tic-Tac-Toe templates. Three Soduko templates are included: those for traditional Soduko, Hyper Soduko, and Six Way Soduko. The three modifiable Soduko templates can be edited in Word.

Finally, two samples of the medieval board game Nine Men’s Morris are included, a small playing board and a full page version. Nine Men’s Morris was a popular board game in the Middle Ages, and rivals checkers in its simplicity, style, and strategy. Unfortunately, Nine Men’s Morris faded in popularity while Checkers remained widely played. There are several variants for Nine Men’s Morris, including Eleven and Twelve Men’s Morris, Six Men’s Morris, Three Men’s Morris, and Achi, which is an African variant. I offer board layouts for each. Finally, I included a code-substitution game of my own design that students can use to create their own secret  codes.

Offered as a free preview for 95 Graphs Grids and Games: one of my favorite full page graphs, “Graph Paper 16.” So, even if you aren’t interested in shelling out $3.00 for the whole 72 page document, you can grab a great graphing paper template gratis.


Animating the News: How Videogame Technologies Can Alter Our Perceptions of Real Life Events

Before photography caught on in newspapers, artists rendered their conceptions of newsworthy events through woodcuts. These pictures served as a basis for shaping perceptions among consumers of the news.

Now, a Chinese company called Next Media has pioneered videogame animations to offer its readers artists’ conceptions of events through online animations. Gordon Crovitz over at The Wall Street Journal notes that millions have seen Next Media’s conception of Tiger Wood’s car wreck.

Just as in the 19th Century, when there was no camera present an artist visualized what the scene must have looked like, and presented it to the audience through the dominant medium of the day (newspapers). Now, when there is an incident not recorded by video camera, artists again are imagining what the scene must have looked like, how things transpired, and presenting it to consumers through the dominant medium of the day (the web).

As before, Crovitz notes, those on the tail end of this technological and media revolution are protesting, and are being dragged kicking and screaming into the new way of things. But technology keeps steaming along. Here’s Crovitz’s key paragraph:

These animations are the latest brainstorm of Jimmy Lai, the founder of Next Media, which launched what are now the most popular Chinese-language newspapers in Hong Kong and Taiwan. Reflecting on how newspaper stories have more background about events than television news reports have, as he told me last week, “I thought, hey, why not make those missing images of the background into animated images?” He hired 160 software developers and engineers in Taiwan, who spent more than two years perfecting the technique. Reporters describe their interpretation of what happened to engineers and actors who serve as the models for the animation. Mr. Lai says that his team can create an animated video in 90 minutes, producing about 20 a day.

Are there issues with this technique? You bet. For one thing, what if the reporters’ and artists’ conception of events is entirely wrong? If their video is widespread enough, the wrong conception may be permanently etched into public memory. One could see how public opinion could be greatly manipulated were this powerful new media tool misused. Probably only a matter of time: Crovitz indicates that Lai is working on advancing the technology, making the animations more realistic as techniques and tools develop. He is also intent on sharing the technology with other media companies across the globe.

References:
Crovitz, G. (2009, December 14). Tiger Woods and the animation of news. The Wall Street Journal, A23. [Online.] Retrieved December 14, 2009 from http://online.wsj.com/article/SB20001424052748703757404574592093833268688.html


Astronomical Science Learning Through WJU’s Selene Videogame

I’ve had a pleasant e-mail conversation with Dr. Debbie Denise Reese over at Wheeling Jesuit University in West Virginia concerning the Selene Project, a multi-million dollar NASA and National Science Foundation funded learning project designed to teach students lunar science through a remarkable videogame.

Dr. Reese is the senior educational researcher at the Center for Educational Technologies at WJU, which started CyGaMEs, or Cyberlearning through Game-based Metaphor Enhanced Learning Objects, in 2006. Selene is a CyGaMEs videogame seeking to instruct students through the construction of virtual moons, learning a number of science-based standards and a few things about making videogames along the way.

The amazing work on Selene includes ample classroom materials. It is clear education was the primary focus of the videogame, and federal standards as well as state standards for Texas and Illinois are included in the accompanying online materials. The STEM focus is strong, and data points collected from embedded assessments allow for promising research material to be expounded upon in future papers.

The main Selene site is here, the CyGaMEs site is here, and the Center for Educational Technologies site is here. A recent radio feature and news article from West Virginia Public Broadcasting on the Selene Project is here.

References
Brown, K. (2009, November 27). Videogame research at WJU brings lunar science to life. [Online.] Retrieved December 1, 2009 from http://www.wvpubcast.org/newsarticle.aspx?id=12175


Virtual CSI: North Carolina State Grant Lets Games Recreate Crime Scenes

Interesting developments on a $1.4 million National Science Foundation grant to North Carolina State: Researchers plan to develop virtualized crime scenes with the help of 3D laser scans and the Unity gaming engine. The grant’s product will be called IC-CRIME, for Interdisciplinary Cyber-enabled Crime Reconstruction through Innovative Methodology and Engagement.

Here’s the key section from Reuters:

The scanners can capture millions of data points at a crime scene within a few minutes and recreate highly detailed virtual crime scenes.

“The game world will be embedded within a Web page also containing data in the form of text and 2D graphics,” said Dr. Michael Young, associate professor of computer science and an expert in serious gaming at NC State.

“We’ll be building an easy-to-use interface on top of the game environment that will allow CSIs and other investigators to link locations in the crime scene to external sources of data, such as hair and fiber databases, finger print images and investigator notes.”

Via Joystiq.

References:
Gaudiosi, J. (2009, Nov. 27). Videogames find ways to help real CSI solve crimes. [Online.] Retrieved Dec. 1, 2009 from http://www.reuters.com/article/technologyNews/idUSTRE5AQ0TR20091127


In Search of Educational iPhone Games

Is there an app for that? How popular would overtly educational iPhone games be, in light of this competition: the top iPhone games downloaded the last week of November, 2009. Here they are, in order and price:

1. Call of Duty: World at War: Zombies, $9.99

2. Monopoly, $2.99

3. Tetris, $2.99

4. Bejeweled 2, $2.99

5. Scrabble, $2.99

6. The Sims 3, $4.99

7. Need for Speed Undercover, $2.99

8. Madden NFL 10, $6.99

9. Implode, $1.99

10. Brothers in Arms: Hour of Heroes, $4.99

via PC World.


Game Meets Girl Plugs Educational Games Research

I’m always interested in links to this blog and how it is used in the net’s discourse on gaming. Game Meets Girl, which is a video blog featuring commentary on games from a female perspective, highlighted my post trumpeting the fact 40% of all gamers are women or girls. Take a look at the video here.


New Review of Lit on Games for Health & PE

Marina Papastergiou, over at University of Thessaly in Greece, has a nice review of the literature this month in Computers & Education. Here’s the key portion of her abstract that is most intriguing:

The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people’s physical fitness, motor skills and motivation for physical exercise. The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall.

Click here for the ACM Portal link.

References
Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education 53(3) 603-622.


CFP: Global Learn Asia Pacific 2010

ANNOUNCING THE PREMIERE OF….
_______________________________________________________________

Global Learn Asia Pacific 2010–
Global Conference on Learning and Technology

May 17-20, 2010  *  Penang (island), Malaysia

(Shangri-La’s Rasa Sayang Resort)

CALL FOR PARTICIPATION

http://aace.org/conf/GLearn/call.htm

** Submission Deadline: November 23, 2009 **

Organized by:
Association for the Advancement of Computing in Education (AACE)
(http://AACE.org )

Co-sponsored by:
Education & Information Technology Digital Library
( http://EdITLib.org)

Hosted by:
Open University of Malaysia, Universiti Sains Malaysia, and Wawasan Open University
______________________________________________________________

COLOR POSTER­: Global Learn 2010 Asia Pacific  (Available to Print & Distribute)
http://aace.org/conf/glearn/GL10Poster.pdf

>> CONTENTS & LINKS <<

1. Introduction
2. Topics:  http://aace.org/conf/glearn/topics.htm

3. Program Activities & Submission Information, Deadline November 23:
4. Presentation Categories: http://aace.org/conf/glearn/categories.htm

5. Products/Services Showcases & Presentations: http://aace.org/conf/glearn/corporate.htm
6. Proceedings & Paper Awards: http://aace.org/pubs
7. For Budgeting Purposes:
http://aace.org/conf/glearn/rates.htm

8. Penang (island), Malaysia:  http://aace.org/conf/cities/penang/
9. Deadlines: http://aace.org/conf/glearn/deadlines.htm

INTRODUCTION:
———————–
Mission: http://aace.org/conf/glearn/mission.htm

Global Learn Asia Pacific is an annual, international conference organized by the Association for the Advancement of Computing in Education (AACE).
The conference will be guided by a respected, international Executive Committee, primarily from countries of the Asia Pacific region.
( http://aace.org/conf/glearn/committeeEC.htm )

This conference serves to further the advancement and innovation in learning and technology. As the educational world becomes increasingly global,
new ways to explore, learn, and share knowledge are needed.

Global Learn is a means to connect and engage creative educators, researchers, consultants, training managers, policy makers, curriculum developers, entrepreneurs, and others in the topics and fields in which they are passionate about. Many individuals are transforming learning environments in local as well as more global ways. Global Learn offers them an opportunity to meet and discuss their ideas, findings, and next steps.

The decision to create and organize this annual conference in Asia and the Pacific Rim is testament to the enormous interest in learning and technology throughout this region of the world and a response to many requests to AACE to undertake this initiative.

Primary aims of Global Learn include but are not restricted to:

* Create learning and professional development opportunities combining the best and latest technologies with educational practices and characterized as interactive, social, and personal experiences.
* Provide opportunities for ongoing exploration of both the diversity and commonality of the uses of educational technology in different regions and cultures.
* Foster a global networking/collaborative community on learning and technology.
* Help visualize and shape the future of learning and teaching.

TOPICS:
———–
The following nine themes exemplify the vision and goals of Global Learn for advancement and innovation in:

1. Advanced Technologies for Learning and Teaching
2. Assessment and Research
3. Educational Reform, Policy, and Innovation
4. Evaluation and Quality Improvement Advances
5. Global Networks, Partnerships, and Exchanges
6. Innovative Approaches to Learning and Learning Environments
7. Open Education
8. Technologies for Socially Responsive Learning
9. Virtual and Distance Education

For specific topics within these themes, see: http://aace.org/conf/glearn/topics.htm
PROGRAM ACTIVITIES & SUBMISSION INFORMATION, Deadline November 23::
—————————————————————————————————————-
* Keynote Speakers & Invited Panels/Speakers
* Papers, Best Practice Sessions & Roundtables
* Research/Technical Showcases & Products/Services Showcases
* Tutorials/Workshops
* Virtual Sessions

All presentation proposals are peer reviewed and selected by a Program Committee, based on merit and the perceived value for attendees.

Call for Presentations: http://aace.org/conf/glearn/call.htm
Submission guidelines: http://aace.org/conf/glearn/submitguide.htm
Presentation and AV Guidelines, see:
http://aace.org/conf/glearn/PresenterLounge

PRESENTATION CATEGORIES:
———————————————
http://aace.org/conf/glearn/categories.htm
The Program includes a wide range of interesting and useful
activities designed to facilitate the exchange of ideas and information.

PRODUCTS/SERVICES SHOWCASES & PRESENTATIONS:
————————————————————————————–
http://aace.org/conf/glearn/corporate.htm
Corporations and other organizations have the opportunity to demonstrate and discuss their learning and technology related
products and services through Products/Services Showcases & Presentations.

PROCEEDINGS & PAPER AWARDS:
—————————————————–
http://aace.org/pubs
Accepted papers will be published by AACE in the Proceedings (hard copy & CD-ROM). Proceedings in this series serve as major resources in the learning
and technology global community, reflecting the current state of the art in the field.  In addition, the Proceedings also are internationally distributed through and
archived in EdITLib–Education and Information Library. http://EdITLib.org/

Selected papers may be invited for publication in may be invited for publication in AACE’s respected journals especially in the
- International Journal on E-Learning (IJEJ),
- Journal of Educational Multimedia and Hypermedia (JEMH), or
- Journal of Interactive Learning Research (JILR).

All presented papers will be considered for Outstanding Paper Awards within several categories. Award winning papers may be invited for publication in the AACE journals.

FOR BUDGETING PURPOSES:
——————————————–
Registration: http://aace.org/conf/glearn/rates.htm
Hotel: http://aace.org/conf/glearn/hotel.htm

The conference registration fee for all presenters and participants includes many extras!

Conference registration will be held at the beautiful Shangri La’s Rasa Sayang Resort. All concurrent sessions will be held at both the
Shangri La’s Rasa Sayang Resort & Golden Sands Resort. located along the emerald waters of world-famous Batu Feringgi Beach,
with local shopping, dining, and attractions nearby!

Special discount hotel rates have been obtained for Global Learn participants at approx. $127 USD & 89 EUR;
or specifically Ringgit Malaysia (RM) 450 Nett (including 15% tax) (single/double).

Special hotel rates include daily breakfast buffet and complimentary broadband Internet.

PENANG (ISLAND), MALAYSIA:
———————————————
http://aace.org/conf/cities/penang/
Experience the Pearl of the Orient; Culture, Dining, Shopping, Attractions, & Tours!

DEADLINES:
——————
http://aace.org/conf/glearn/deadlines.htm

Submissions Due:          November 23, 2009
Authors Notified:              December 22, 2009
Proceedings File Due:     March 22, 2010
Early Registration:           March 22, 2010
Advanced Registration:   April 26, 2010
Conference:                     May 17-20, 2010

—————————————————————————-
To be added to the mailing list for this conference, link
to http://aace.org/info.htm

Global Learn Community: http://www.aaceconnect.org/group/glearnasiapacific
AACE Blog:
http://blogs.aace.org/aace

If you have a question about Global Learn, please send an e-mail to
AACE Conference Services, conf at aace.org

Contact:
AACE–Association for the Advancement of Computing in Education
P.O. Box 1545, Chesapeake, Virginia 23327  USA
Phone: 757-366-5606 * Fax: 703-997-8760
E-mail: conf@aace.org  *  http://AACE.org