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	<title>Educational Games Research &#187; Virtual Worlds</title>
	<atom:link href="http://edugamesresearch.com/blog/category/virtual-worlds/feed/" rel="self" type="application/rss+xml" />
	<link>http://edugamesresearch.com/blog</link>
	<description>Research and discussion concerning instructional video games</description>
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		<title>RPG Accomplishments are the New Boyscout Badges</title>
		<link>http://edugamesresearch.com/blog/2011/09/27/rpg-accomplishments-are-the-new-boyscout-badges/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/27/rpg-accomplishments-are-the-new-boyscout-badges/#comments</comments>
		<pubDate>Wed, 28 Sep 2011 01:16:59 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[Dora the Explorer]]></category>
		<category><![CDATA[video game accomplishments]]></category>
		<category><![CDATA[videogame accomplishments]]></category>
		<category><![CDATA[Wizard 101]]></category>
		<category><![CDATA[Wizard 101 accomplishments]]></category>
		<category><![CDATA[Wizard 101 junior archeologist]]></category>
		<category><![CDATA[World of Warcraft the Explorer]]></category>
		<category><![CDATA[Wow accomplishments]]></category>
		<category><![CDATA[Wow Dora the Explorer]]></category>
		<category><![CDATA[Wow the explorer]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1472</guid>
		<description><![CDATA[My 6 year old proudly showed me a new accomplishment on Wizard 101: &#8220;Junior Archeologist.&#8221; It reminded me of when World of Warcraft added &#8220;The Explorer&#8221; accomplishment for characters who had &#8220;explored&#8221; the game&#8217;s content. Several players created new characters called Dora so they could earn the sobriquet &#8220;Dora the Explorer&#8221; on their realms.
Another thought: [...]]]></description>
			<content:encoded><![CDATA[<p>My 6 year old proudly showed me a new accomplishment on <a href="https://www.wizard101.com/start" target="_blank">Wizard 101</a>: &#8220;Junior Archeologist.&#8221; It reminded me of when <a href="http://us.battle.net/wow/en/" target="_blank">World of Warcraft</a> added &#8220;The Explorer&#8221; accomplishment for characters who had &#8220;explored&#8221; the game&#8217;s content. Several players created new characters called Dora so they could earn the sobriquet &#8220;Dora the Explorer&#8221; on their realms.</p>
<p>Another thought: it reminded me of Cub Scout and Boy Scout days, diligently working toward merit badges. Nowadays, it seems videogame accomplishments are the new merit badges.</p>
<p style="text-align: left;">It some ways, that&#8217;s probably a good thing.</p>
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		<title>Ambermush Roleplaying Game Helped Launch Careers of Bestselling Authors</title>
		<link>http://edugamesresearch.com/blog/2011/09/25/ambermush-roleplaying-game-helped-launch-careers-of-bestselling-authors/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/25/ambermush-roleplaying-game-helped-launch-careers-of-bestselling-authors/#comments</comments>
		<pubDate>Sun, 25 Sep 2011 16:38:29 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Game Writing]]></category>
		<category><![CDATA[New York Times]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Amber]]></category>
		<category><![CDATA[Ambermush]]></category>
		<category><![CDATA[Ambermush writers]]></category>
		<category><![CDATA[Ambermush writers started]]></category>
		<category><![CDATA[Dresden Files]]></category>
		<category><![CDATA[Jim Butcher]]></category>
		<category><![CDATA[Literacy Games]]></category>
		<category><![CDATA[online writing games]]></category>
		<category><![CDATA[Princes of Amber]]></category>
		<category><![CDATA[Roger Zelazny]]></category>
		<category><![CDATA[writing games]]></category>
		<category><![CDATA[writing sandbox]]></category>
		<category><![CDATA[Zelazny Amber]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1460</guid>
		<description><![CDATA[A rising tide raises all ships, or so the saying goes. It also encapsulates a teaching philosophy found in many educational games, in which repeated exposure to common elements is said to increase participants&#8217; related skills. Thus, a literacy game will require players to read. The more they read, the better their reading skills develop. [...]]]></description>
			<content:encoded><![CDATA[<p>A rising tide raises all ships, or so the saying goes. It also encapsulates a teaching philosophy found in many educational games, in which repeated exposure to common elements is said to increase participants&#8217; related skills. Thus, a literacy game will require players to read. The more they read, the better their reading skills develop. While seemingly sound and plausible, the theory is hard to quantify.</p>
<p>In a <a href="http://www.nytimes.com/2011/09/24/books/jim-butcher-one-of-the-authors-from-ambermush.html" target="_blank">recent article</a> in <em>The New York Times</em>, an old online game called Ambermush is credited with launching the careers of at least a dozen writers. Amber is the name of a classic fantasy series by Roger Zelazny. In the books, reality originates at Amber, and all permutations and variations on reality in the multiverse spread out from there. In Ambermush, an online game discontinued in 2009, players wrote scenarios and engaged in group writing fantasy exercises loosely based on the series.</p>
<p>Jim Butcher is the best selling author of the Dresden Files series of fantasy novels. He credits Amber with improving his writing.</p>
<blockquote><p>With no graphics, Amber was a world made of words. For aspiring writers,  as Mr. Butcher was back then, that was very enticing.</p>
<p>He recalled the old writers’ adage that “you’ve got to write your  million words” of bad prose “before you’re writing good stuff, and I  once estimated that I was writing 5,000 words a day, mushing,” he said.  “We were all practicing storytelling every day.”</p>
<p>&#8230; Mr. Butcher is not the only author to come out of the Amber community:  by some estimates, a dozen or more of the hundreds of former players  have gone on to become published authors. Playing Amber then was like  attending a writers’ colony, but without the brie and posturing.</p></blockquote>
<p>The game served as a learning community, a practice area for aspiring writers, a sandbox where they could flex their creative muscles, and a place for honest (sometimes brutal) criticism. Beyond that, friendships formed in-game led to lasting social networks outside the game, as like-minded people scaled the publishing mountain in the real world.</p>
<p>It may be hard to quantify, but there&#8217;s little doubt Ambermush was a successful educational game for future bestselling authors.</p>
<p><strong>References</strong>:<br />
Schwartz, J. (2011, September 24). A game that honed the skills of writers. <em>The New York Times</em>, C1.</p>
<p style="text-align: center;">-<br />
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		<title>Study: Tough Times in RL Lead to Greater Second Life Satisfaction</title>
		<link>http://edugamesresearch.com/blog/2011/09/09/study-tough-times-in-rl-lead-to-greater-second-life-satisfaction/</link>
		<comments>http://edugamesresearch.com/blog/2011/09/09/study-tough-times-in-rl-lead-to-greater-second-life-satisfaction/#comments</comments>
		<pubDate>Fri, 09 Sep 2011 10:30:50 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Indiana University]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Berlin University of Technology]]></category>
		<category><![CDATA[Edward Castronova]]></category>
		<category><![CDATA[Gert G. Wagner]]></category>
		<category><![CDATA[Kyklos]]></category>
		<category><![CDATA[Second Life Research]]></category>
		<category><![CDATA[World Values Survey]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1424</guid>
		<description><![CDATA[An interesting study by Edward Castronova over at Indiana and Gert G. Wagner at Berlin University of Technology came out this summer in the social sciences journal Kyklos. Castronova and Wagner examined life satisfaction ratings from the 2005 World Values Survey and another survey of life satisfaction among Second Life players. Subjecting both sets of [...]]]></description>
			<content:encoded><![CDATA[<p>An interesting study by Edward Castronova over at Indiana and Gert G. Wagner at Berlin University of Technology came out this summer in the social sciences journal <em>Kyklos</em>. Castronova and Wagner examined life satisfaction ratings from the 2005 World Values Survey and another survey of life satisfaction among Second Life players. Subjecting both sets of data to regression analysis showed correlations between difficult problems in real life leading to a more intense time online. Here’s their abstract:</p>
<blockquote><p>We study life satisfaction data from the 2005 World Values Survey and a 2009 survey of users of the virtual world Second Life. Among Second Life users, satisfaction with their virtual life is higher than satisfaction with their real life. Regression analysis indicates that people in certain life situations, such as unemployment, gain more life satisfaction from “switching” to the virtual world than from changing their real-life circumstances. Thus, an unemployed person can become happier by visiting Second Life rather than finding a job. Correspondingly, problems in real life are positive predictors of intense use of virtual life.</p></blockquote>
<p>It’s one of those “I could have told you that,” studies. The importance of the study is, now you can say “Research shows that people with real life difficulties tend to gain greater satisfaction in virtual worlds.” Castronova sums it nicely on the <a href="http://terranova.blogs.com/terra_nova/2011/09/virtual-life-satisfaction.html" target="_blank">Terra Nova blog</a>:</p>
<blockquote><p>We are not finding any causal effects here, just correlations. What&#8217;s noteworthy is the magnitude of the correlations. Second Life is providing a big chunk of life satisfaction, just as big as the factors that previous researchers on life satisfaction have found were the &#8220;biggies,&#8221; like health, employment, and family relationships. (By the way, in case you didn&#8217;t know, money does not make you happy.)</p></blockquote>
<p>He has a link to his copy of the study <a href="http://mypage.iu.edu/%7Ecastro/CastronovaWagnerVirtualLifeSatisfactionKyklos64.pdf" target="_blank">here</a>. The official journal link is <a href="http://onlinelibrary.wiley.com/doi/10.1111/j.1467-6435.2011.00508.x/abstract" target="_blank">here</a>.</p>
<p><strong>References:</strong></p>
<p>Castronova, E. &amp; Wagner, G. E. (2011, August). Virtual life satisfaction. <em>Kyklos  64</em>(3). 313-328.<br />
-<br />
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		<title>Conspiracy Code Intensive Reading Video Game</title>
		<link>http://edugamesresearch.com/blog/2011/01/26/conspiracy-code-intensive-reading-video-game/</link>
		<comments>http://edugamesresearch.com/blog/2011/01/26/conspiracy-code-intensive-reading-video-game/#comments</comments>
		<pubDate>Thu, 27 Jan 2011 01:44:53 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Conspiracy Code]]></category>
		<category><![CDATA[Florida Virtual School]]></category>
		<category><![CDATA[Literacy Games]]></category>
		<category><![CDATA[Scott McLeod]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1345</guid>
		<description><![CDATA[Props to Scott McLeod for publicizing Florida Virtual School&#8217;s new video game course, Conspiracy Code Intensive Reading. This follows their first offering in the genre, Conspiracy Code American History.
The game seeks to bridge one of the key problems with educational video games. Video games are engaging with kids, and they stay glued to the screen [...]]]></description>
			<content:encoded><![CDATA[<p>Props to Scott McLeod for publicizing Florida Virtual School&#8217;s new video game course, <a href="http://dangerouslyirrelevant.org/2011/01/conspiracy-code-intensive-reading-reading-literacy-through-gaming-video.html" target="_blank">Conspiracy Code Intensive Reading</a>. This follows their first offering in the genre, Conspiracy Code American History.</p>
<p>The game seeks to bridge one of the key problems with educational video games. Video games are engaging with kids, and they stay glued to the screen while playing. However, pedagogical content is typically text and paper based. Conspiracy Code Intensive Reading seeks to engage players by making them read as part of the game. Students take the role of a young male or female secret agent and go about spy business in an immersive, 3D environment.</p>
<p>Check out the video below for more details.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="450" height="275" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://www.youtube.com/v/BICQRErjf10?version=3" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="450" height="275" src="http://www.youtube.com/v/BICQRErjf10?version=3" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Beyond Second Life</title>
		<link>http://edugamesresearch.com/blog/2010/03/27/beyond-second-life/</link>
		<comments>http://edugamesresearch.com/blog/2010/03/27/beyond-second-life/#comments</comments>
		<pubDate>Sat, 27 Mar 2010 12:44:34 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[MMORPGs]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Aaron Walsh]]></category>
		<category><![CDATA[Duke]]></category>
		<category><![CDATA[Immersive Education Initiative]]></category>
		<category><![CDATA[Jeffrey Young]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Mellon Foundation]]></category>
		<category><![CDATA[Open Cobalt]]></category>
		<category><![CDATA[OpenSimulator]]></category>
		<category><![CDATA[SL]]></category>
		<category><![CDATA[Tony Bates]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1272</guid>
		<description><![CDATA[Tony Bates refers us to an article in the Chronicle by Jeffrey Young: After Frustrations in Second Life, Colleges Look to New Virtual Worlds.
The article details the challenges universities have faced when trying to integrate SL into lessons. Consequently, they are exploring other venues for instruction that offer more controls and fewer distractions.
Sometimes this leads [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tonybates.ca/2010/02/19/from-second-life-to-authentic-educational-virtual-worlds/" target="_blank">Tony Bates</a> refers us to an article in the Chronicle by Jeffrey Young: <a href="http://chronicle.com/article/After-Frustrations-in-Second/64137/" target="_blank">After Frustrations in Second Life, Colleges Look to New Virtual Worlds</a>.</p>
<p>The article details the challenges universities have faced when trying to integrate SL into lessons. Consequently, they are exploring other venues for instruction that offer more controls and fewer distractions.</p>
<p>Sometimes this leads to additional problems. Few companies in this specialty are as established as SL&#8217;s parent, Linden Labs. Some have gone broke, taking virtual classroom space with them when the plug was pulled.</p>
<p>A couple of promising efforts either underway or coming this year include Open Cobalt from Duke University, funded by the NSF and the Mellon Foundation, and OpenSimulator which leases virtual space for instructional purposes.</p>
<p>Several initiatives are out there to offer classroom space to educators at no cost to them. Young notes Aaron E. Walsh over at Boston College hosts about 2,000 educator accounts on Education Grid, a world devoted to online instruction that Walsh set up through his project, the Immersive Education Initiative. The mix on Education Grid is about 80% university profs and 20% secondary teacher accounts. The IEI leases space from OpenSimulator.</p>
<p>To counter the academic exodus, SL now offers a version of its software universities can host on local servers, which effectively prevents outsider access and the ability for students to wander over to red light districts.</p>
<p>It&#8217;s interesting to see the idea mature from a fanciful notion, to gritty reality, to something tailored for specific educational needs. For instance, initially universities set up virtual spaces identical to real world lecture halls. This resulted in unwieldy virtual space that was hard to navigate. It&#8217;s also interesting to see the day coming when SL will be considered &#8220;old hat&#8221; by professors and students, who will be using newer, more robust environments geared specifically for virtual education from the ground up.</p>
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		<title>No Indoor Plumbing, but Plenty of Ethernet</title>
		<link>http://edugamesresearch.com/blog/2010/03/10/no-indoor-plumbing-but-plenty-of-ethernet/</link>
		<comments>http://edugamesresearch.com/blog/2010/03/10/no-indoor-plumbing-but-plenty-of-ethernet/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 23:35:42 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Video Game Research]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[Anthony Gilmore]]></category>
		<category><![CDATA[Canadian Research]]></category>
		<category><![CDATA[Journal of Virtual Worlds Research]]></category>
		<category><![CDATA[JVWR]]></category>
		<category><![CDATA[Tony Bates]]></category>

		<guid isPermaLink="false">http://edugamesresearch.com/blog/?p=1256</guid>
		<description><![CDATA[Thanks to Tony Bates for pointing out the latest issue of Journal of Virtual Worlds Research. There’s a very interesting article, complete with photo spread, on a Chinese gold farm for World of Warcraft by Anthony Gilmore.
Far from the sophisticated urban centers marking China as a world power, this rural tech outpost employs folks around [...]]]></description>
			<content:encoded><![CDATA[<p>Thanks to <a href="http://www.tonybates.ca/2010/03/10/update-on-educational-video-games-march-2010/" target="_blank">Tony Bates</a> for pointing out the latest issue of <em><a href="http://jvwresearch.org/index.php?_cms=1266812877" target="_blank">Journal of Virtual Worlds Research</a></em>. There’s a very interesting article, complete with photo spread, on a Chinese gold farm for World of Warcraft by Anthony Gilmore.</p>
<p>Far from the sophisticated urban centers marking China as a world power, this rural tech outpost employs folks around the clock, and pays them a decent local wage for their efforts. The article is quite positive toward this gray market endeavor despite its violation of WoW players’ TOS.</p>
<p>I’ve never bought gold in WoW (at the higher levels, making gold is rather easy, particularly when <a href="../2008/05/28/virtual-lemonade-stands-earn-real-money/" target="_blank">gaming the auction house</a>), but I’ve always been curious about gold farmers. This article is worth a read.</p>
<p><strong>References</strong>:<br />
Gilmore, A. (2010, February). China’s new gold farm. <em>Journal of Virtual Worlds Research, 2</em>(4). [Online.] Available: https://journals.tdl.org/jvwr/article/view/863/628</p>
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		<title>Virtual CSI: North Carolina State Grant Lets Games Recreate Crime Scenes</title>
		<link>http://edugamesresearch.com/blog/2009/12/01/virtual-csi-north-carolina-state-grant-lets-games-recreate-crime-scenes/</link>
		<comments>http://edugamesresearch.com/blog/2009/12/01/virtual-csi-north-carolina-state-grant-lets-games-recreate-crime-scenes/#comments</comments>
		<pubDate>Tue, 01 Dec 2009 12:01:14 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[grants]]></category>
		<category><![CDATA[National Science Foundation]]></category>
		<category><![CDATA[NCSU]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=862</guid>
		<description><![CDATA[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&#8217;s product will be called IC-CRIME, for Interdisciplinary Cyber-enabled Crime Reconstruction through Innovative Methodology and Engagement.
Here&#8217;s the key section from Reuters:
The [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;s product will be called IC-CRIME, for Interdisciplinary Cyber-enabled Crime Reconstruction through Innovative Methodology and Engagement.</p>
<p>Here&#8217;s the key section from Reuters:</p>
<blockquote><p>The scanners can capture millions of data points at a crime scene within a few minutes and recreate highly detailed virtual crime scenes.</p>
<p>&#8220;The game world will be embedded within a Web page also containing data in the form of text and 2D graphics,&#8221; said Dr. Michael Young, associate professor of computer science and an expert in serious gaming at NC State.</p>
<p>&#8220;We&#8217;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.&#8221;</p></blockquote>
<p>Via <a href="http://www.joystiq.com/2009/11/28/real-world-csis-look-at-videogame-tech-to-help-solve-cases/" target="_blank">Joystiq</a>.</p>
<p><strong>References</strong>:<br />
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</p>
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		<slash:comments>1</slash:comments>
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		<title>New Issue: Journal of Virtual Worlds Research</title>
		<link>http://edugamesresearch.com/blog/2009/04/16/new-issue-journal-of-virtual-worlds-research/</link>
		<comments>http://edugamesresearch.com/blog/2009/04/16/new-issue-journal-of-virtual-worlds-research/#comments</comments>
		<pubDate>Thu, 16 Apr 2009 22:24:36 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[MMORPGs]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Video Game Research]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[James Paul Gee]]></category>
		<category><![CDATA[JVWR]]></category>
		<category><![CDATA[Quest Atlantis]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=699</guid>
		<description><![CDATA[A new issue of Journal of Virtual Worlds Research is out. This issue&#8217;s focus: Pedagogy, Education, and Innovation in Virtual Worlds. Click here for the journal&#8217;s home page, where you can access current and past articles. James Paul Gee has a paper in this issue entitled Games, Learning, and 21st Century Survival Skills. Many of [...]]]></description>
			<content:encoded><![CDATA[<p>A new issue of <em>Journal of Virtual Worlds Research </em>is out. This issue&#8217;s focus: Pedagogy, Education, and Innovation in Virtual Worlds. Click <a href="http://www.jvwresearch.org/" target="_blank">here</a> for the journal&#8217;s home page, where you can access current and past articles. James Paul Gee has a paper in this issue entitled <a href="https://journals.tdl.org/jvwr/article/view/623/468" target="_blank">Games, Learning, and 21st Century Survival Skills</a>. Many of the other articles focus on Second Life in education. There is one on Quest Atlantis. JVWR is published by the Virtual Worlds Research Consortium, a Texas non-profit.</p>
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		<item>
		<title>2008: Half a Billion for New Funding in Virtual Worlds</title>
		<link>http://edugamesresearch.com/blog/2009/01/25/2008-half-a-billion-for-new-funding-in-virtual-worlds/</link>
		<comments>http://edugamesresearch.com/blog/2009/01/25/2008-half-a-billion-for-new-funding-in-virtual-worlds/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 02:06:51 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Gaming Blogs]]></category>
		<category><![CDATA[Gaming Statistics]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[CNET]]></category>
		<category><![CDATA[Don Reisinger]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=667</guid>
		<description><![CDATA[Here’s an interesting factoid posted by Don Reisinger over at CNET: last year about half a billion was invested in 63 different virtual worlds. These game-like online environments are used for work, socialization, play, and education.
Reisinger says venture funding tapered off a little for new virtual worlds in the fourth quarter, just as funding for [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">Here’s an interesting factoid posted by <a href="http://news.cnet.com/8301-17939_109-10146895-2.html?part=rss&amp;subj=news&amp;tag=2547-1_3-0-5" target="_blank">Don Reisinger over at CNET</a>: last year about half a billion was invested in 63 different virtual worlds. These game-like online environments are used for work, socialization, play, and education.</p>
<p class="MsoNormal">Reisinger says venture funding tapered off a little for new virtual worlds in the fourth quarter, just as funding for everything else slowed down.</p>
]]></content:encoded>
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		<item>
		<title>CFP: ED-MEDIA 2009</title>
		<link>http://edugamesresearch.com/blog/2008/10/30/cfp-ed-media-2009/</link>
		<comments>http://edugamesresearch.com/blog/2008/10/30/cfp-ed-media-2009/#comments</comments>
		<pubDate>Thu, 30 Oct 2008 12:09:27 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Educational Conferences]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Video Game Research]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[AACE]]></category>
		<category><![CDATA[ED-MEDIA]]></category>
		<category><![CDATA[U. Hawaii]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=646</guid>
		<description><![CDATA[ &#62;&#62; Call for Participation Deadline: December 19th &#60;&#60;
ED-MEDIA 2009&#8211;
World Conference on Educational Multimedia, Hypermedia &#38; Telecommunications
* Please forward to a colleague *
http://www.aace.org/conf/edmedia/call.htm
_______________________________________________________________
ED-MEDIA 2009
World Conference on Educational Multimedia, Hypermedia &#38; Telecommunications
June 22-26, 2009  *  Honolulu, Hawaii
(Sheraton Waikiki Beach Resort)
CALL FOR PARTICIPATION
** Submissions Due: Dec. 19, 2008 **
Hosted by the University of Hawaii
Organized by
Association for the [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:x-small;"> &gt;&gt; Call for Participation Deadline: December 19th &lt;&lt;</span></p>
<p>ED-MEDIA 2009&#8211;<br />
World Conference on Educational Multimedia, Hypermedia &amp; Telecommunications</p>
<p>* Please forward to a colleague *</p>
<p><a href="http://www.aace.org/conf/edmedia/call.htm" target="_blank">http://www.aace.org/conf/edmedia/call.htm</a><br />
_______________________________________________________________</p>
<p>ED-MEDIA 2009</p>
<p>World Conference on Educational Multimedia, Hypermedia &amp; Telecommunications</p>
<p>June 22-26, 2009  *  Honolulu, Hawaii</p>
<p>(Sheraton Waikiki Beach Resort)</p>
<p>CALL FOR PARTICIPATION</p>
<p>** Submissions Due: Dec. 19, 2008 **</p>
<p>Hosted by the University of Hawaii</p>
<p>Organized by<br />
Association for the Advancement of Computing in Education (AACE)<br />
<a href="http://www.aace.org/" target="_blank">http://www.aace.org</a></p>
<p>Co-sponsored by:<br />
Education &amp; Information Technology Digital Library<br />
(htttp://www.EdITLib.org)<br />
______________________________________________________________</p>
<p>** What are your colleagues saying about ED-MEDIA conferences? **<br />
<a href="http://www.aace.org/conf/edmedia/testimonials.htm" target="_blank">http://www.aace.org/conf/edmedia/testimonials.htm</a></p>
<p>COLOR POSTER&#8211;ED-MEDIA 2009 CALL FOR PARTICIPATION<br />
Available to Print &amp; Distribute (PDF to print; 200kb)<br />
<a href="http://www.aace.org/conf/edmedia/ed09poster.pdf" target="_blank">http://www.aace.org/conf/edmedia/ed09poster.pdf</a></p>
<p>&gt;&gt; CONTENTS &amp; LINKS  (details below) &lt;&lt;</p>
<p>1. Call for Papers and Submission &amp; Presenter Guidelines, Deadline Dec. 19th:<br />
<a href="http://www.aace.org/conf/edmedia/call.htm" target="_blank">http://www.aace.org/conf/edmedia/call.htm</a><br />
<a href="http://www.aace.org/conf/edmedia/submitguide.htm" target="_blank">http://www.aace.org/conf/edmedia/submitguide.htm</a><br />
<a href="http://www.aace.org/conf/edmedia/PresenterLounge" target="_blank">http://www.aace.org/conf/edmedia/PresenterLounge</a></p>
<p>2. Major Topics:  <a href="http://www.aace.org/conf/edmedia/topics.htm" target="_blank">http://www.aace.org/conf/edmedia/topics.htm</a><br />
3. Presentation Categories: <a href="http://www.aace.org/conf/edmedia/categories.htm" target="_blank">http://www.aace.org/conf/edmedia/categories.htm</a></p>
<p>4. Corporate Showcases &amp; Demonstrations: <a href="http://www.aace.org/conf/edmedia/corporate.htm" target="_blank">http://www.aace.org/conf/edmedia/corporate.htm</a><br />
5. Proceedings &amp; Paper Awards: <a href="http://www.aace.org/pubs" target="_blank">http://www.aace.org/pubs</a><br />
6. For Budgeting Purposes: <a href="http://www.aace.org/conf/edmedia/rates.htm" target="_blank">http://www.aace.org/conf/edmedia/rates.htm</a></p>
<p>7. Waikiki Beach, Honolulu, Hawaii <a href="http://www.aace.org/conf/Cities/Honolulu" target="_blank">http://www.aace.org/conf/Cities/Honolulu</a><br />
8. Deadlines: <a href="http://www.aace.org/conf/edmedia/deadlines.htm" target="_blank">http://www.aace.org/conf/edmedia/deadlines.htm</a></p>
<p>INVITATION:<br />
ED-MEDIA 2009&#8211;World Conference on Educational Multimedia, Hypermedia &amp; Telecommunications is an international conference, sponsored by the Association for the Advancement of Computing in Education (AACE). This annual conference serves as a multi-disciplinary forum for the discussion and exchange of information on the research, development, and applications on all topics related to multimedia, hypermedia and telecommunications/distance education.</p>
<p>ED-MEDIA, the premiere international conference in the field, spans all disciplines and levels of education and attracts more than 1,500 attendees from over 60 countries. We invite you to attend ED-MEDIA and submit proposals for presentations.</p>
<p>All presentation proposals are peer reviewed and selected by three reviewers on the respected international Program Committee for inclusion in the conference program, proceedings book, and CD-ROM proceedings.</p>
<p>For Call for Presentations, connect to:<br />
<a href="http://www.aace.org/conf/edmedia/call.htm" target="_blank">http://www.aace.org/conf/edmedia/call.htm</a></p>
<p>All authors MUST follow the submission guidelines and complete the Web form at:<br />
<a href="http://www.aace.org/conf/edmedia/submitguide.htm" target="_blank">http://www.aace.org/conf/edmedia/submitguide.htm</a></p>
<p>For Presentation and AV Guidelines, see:<br />
<a href="http://www.aace.org/conf/edmedia/PresenterLounge" target="_blank">http://www.aace.org/conf/edmedia/PresenterLounge</a></p>
<p>PROGRAM ACTIVITIES:<br />
* Keynote Speakers<br />
* Invited Panels/Speakers<br />
* Papers<br />
* Panels<br />
* Demonstrations/Posters<br />
* Corporate Showcases &amp; Demonstrations<br />
* Tutorials/Workshops<br />
* Roundtables</p>
<p>TOPICS:<br />
<a href="http://www.aace.org/conf/edmedia/topics.htm" target="_blank">http://www.aace.org/conf/edmedia/topics.htm</a></p>
<p>The scope of the conference includes, but is not limited to, the following major topics as they relate to the educational and developmental aspects of multimedia/hypermedia and telecommunications:</p>
<p>1. Infrastructure: (in the large)<br />
- Architectures for Educational Technology Systems<br />
- Design of Distance Learning Systems<br />
- Distributed Learning Environments<br />
- Methodologies for system design<br />
- Multimedia/Hypermedia Systems<br />
- WWW-based course-support systems</p>
<p>2. Tools &amp; Content-oriented Applications:<br />
- Agents<br />
- Authoring tools<br />
- Evaluation of impact<br />
- Interactive Learning Environments<br />
- Groupware tools<br />
- Multimedia/Hypermedia Applications<br />
- Research perspectives<br />
- Virtual Reality<br />
- WWW-based course sites<br />
- WWW-based learning resources<br />
- WWW-based tools</p>
<p>3. New Roles of the Instructor &amp; Learner:<br />
- Constructivist perspectives<br />
- Cooperative/collaborative learning<br />
- Implementation experiences<br />
- Improving Classroom Teaching<br />
- Instructor networking<br />
- Instructor training and support<br />
- Pedagogical Issues<br />
- Teaching/Learning Strategies</p>
<p>4. Human-computer Interaction (HCI/CHI):<br />
- Computer-Mediated Communication<br />
- Design principles<br />
- Usability/user studies<br />
- User interface design</p>
<p>5. Cases &amp; Projects:<br />
- Country-Specific Developments<br />
- Exemplary projects<br />
- Institution-specific cases<br />
- Virtual universities</p>
<p>6. Special Strand:  ** Universal Web Accessibility  **</p>
<p>PRESENTATION CATEGORIES:<br />
<a href="http://www.aace.org/conf/edmedia/categories.htm" target="_blank">http://www.aace.org/conf/edmedia/categories.htm</a><br />
The Technical Program includes a wide range of interesting and useful activities designed to facilitate the exchange of ideas and information.</p>
<p>CORPORATE SHOWCASES &amp; DEMONSTRATIONS:<br />
<a href="http://www.aace.org/conf/edmedia/corporate.htm" target="_blank">http://www.aace.org/conf/edmedia/corporate.htm</a></p>
<p>Companies have the opportunity to demonstrate and discuss their educational technology products and services in through Corporate Showcases and Demonstrations/Literature.</p>
<p>PROCEEDINGS &amp; PAPER AWARDS:<br />
<a href="http://www.aace.org/pubs" target="_blank">http://www.aace.org/pubs</a><br />
Accepted papers will be published by AACE in the Proceedings Book and on CD-ROM. Proceedings in this series serve as major resources in the multimedia/hypermedia/telecommunications community, reflecting the current state of the art in the discipline.</p>
<p>In addition, the Proceedings also are internationally distributed through and archived in the Education and Information Technology Digital Library, <a href="http://www.editlib.org/" target="_blank">http://www.EdITLib.org</a> Do You Subscribe?</p>
<p>Papers with high review scores will be invited for publication consideration by AACE&#8217;s respected journals, especially for:<br />
- Journal of Educational Multimedia and Hypermedia (JEMH),<br />
- International Journal on E-Learning (IJEJ), or<br />
- Journal of Interactive Learning Research (JILR).</p>
<p>All presented papers will be considered for Best Paper Awards within several categories. Award winning papers may be invited for publication in the AACE journals.</p>
<p>FOR BUDGETING PURPOSES:<br />
<a href="http://www.aace.org/conf/edmedia/rates.htm" target="_blank">http://www.aace.org/conf/edmedia/rates.htm</a></p>
<p>The conference registration fee for all presenters and participants will be approximately $395 U.S. (AACE members), $450 U.S. (non-members). Registration includes proceedings on CD, receptions, and all sessions<br />
except tutorials.</p>
<p>All conference sessions will be held at the Sheraton Waikiki Resort ( <a href="http://www.aace.org/conf/edmedia/hotel.htm" target="_blank">http://www.aace.org/conf/edmedia/hotel.htm</a>) located on the famous Waikiki Beach and in walking distance to the city&#8217;s shopping district &#8211; with magnificent views of the Pacific Ocean.  Special discount hotel have been obtained for ED-MEDIA participants!</p>
<p>WAIKIKI BEACH, HONOLULU, HAWAII<br />
<a href="http://www.aace.org/conf/Cities/Honolulu" target="_blank">http://www.aace.org/conf/Cities/Honolulu</a></p>
<p>Whether your idea of fun is soaking up the sun on a pristine, white sand beach or nightclubbing in Waikiki, hiking the trails or sampling some of the fantastic Hawaiian Regional Cuisine, we know that you&#8217;re going to enjoy yourself on O&#8217;ahu.</p>
<p>Explore Hawaii online at:  <a href="http://www.gohawaii.com/" target="_blank">http://www.gohawaii.com</a> * <a href="http://www.visit-oahu.com/" target="_blank">http://www.visit-oahu.com</a></p>
<p>DEADLINES:<br />
<a href="http://www.aace.org/conf/edmedia/deadlines.htm" target="_blank">http://www.aace.org/conf/edmedia/deadlines.htm</a></p>
<p>Submissions Due:          December 19, 2008<br />
Authors Notified:             February 23, 2009<br />
Proceedings File Due:    May 1, 2009<br />
Early Registration:          May 1, 2009<br />
Hotel Reservations:        May 20, 2009<br />
Conference:                   June 22-26, 2009</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
To be added to the mailing list for this conference, link<br />
to  <a href="http://www.aace.org/info.htm" target="_blank">http://www.aace.org/info.htm</a></p>
<p>If you have a question about ED-MEDIA, please send an e-mail to AACE Conference Services, conf at aace.org</p>
<p>Contact:<br />
AACE&#8211;Association for the Advancement of Computing in Education<br />
P.O. Box 1545<br />
Chesapeake, Virginia 23327  USA<br />
Phone: 757-366-5606 * Fax: 703-997-8760<br />
E-mail: conf at aace.org  *  <a href="http://www.aace.org/" target="_blank">http://www.AACE.org</a><br />
***************************************************************</p>
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