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	<title>Games For Learning Institute</title>
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		<title>Games for Learning at the 2010 Games for Change Festival</title>
		<link>http://g4li.org/archives/2323</link>
		<comments>http://g4li.org/archives/2323#comments</comments>
		<pubDate>Fri, 02 Jul 2010 18:13:36 +0000</pubDate>
		<dc:creator>Charles Hendee</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[G4C]]></category>
		<category><![CDATA[G4CFest2010]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Videos]]></category>

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		<description><![CDATA[Games for Learning at the 2010 Games for Change Festival from info g4li on Vimeo.]]></description>
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<p><a href="http://vimeo.com/13383415">Games for Learning at the 2010 Games for Change Festival</a> from <a href="http://vimeo.com/user4160116">info g4li</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
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		<title>G4LI Game Design Patterns Rubric Presented at GLS 6.0</title>
		<link>http://g4li.org/archives/2306</link>
		<comments>http://g4li.org/archives/2306#comments</comments>
		<pubDate>Sat, 12 Jun 2010 14:42:43 +0000</pubDate>
		<dc:creator>Dan Hoffman</dc:creator>
				<category><![CDATA[Research]]></category>
		<category><![CDATA[Assessment]]></category>
		<category><![CDATA[Design Patterns]]></category>
		<category><![CDATA[g4li]]></category>
		<category><![CDATA[GLS]]></category>
		<category><![CDATA[Rubric]]></category>
		<category><![CDATA[Teachers College]]></category>

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		<description><![CDATA[This presentation encourages educators, researchers and designers to evaluate games with a shared vocabulary and professional dialogue about clear criteria and standards by using a rubric created by researchers from the Games for Learning Institute (G4LI).]]></description>
			<content:encoded><![CDATA[<div>
<p>Educational game development is increasing in popularity and is  tapping into a huge, lucrative market, yet educational game design is  sometimes more a matter of intuition rather than based on tested design  patterns. A reliable, universal evaluation tool to assess educational  games’ designs across genres and content areas is not available, though  several researchers and designers are trying to identify core design  patterns (Holopainen, 2003; Church, 1999) while others provide rubrics  around very limited, design elements (CSUS, 2007; SDSU, 2009).</p>
<p>This presentation encourages educators, researchers and designers to  evaluate games with a shared vocabulary and professional dialogue about  clear criteria and standards by using a rubric created by researchers  from the Games for Learning Institute (G4LI). G4LI is a consortium of  university researchers, supported primarily by Microsoft Research,  studying the educational use of digital games and investigating their  socio-cultural, cognitive and emotional impact (<a href="http://www.seriousgamessource.com/item.php?story=20553">http://www.seriousgamessource.com/item.php?story=20553</a>).  Part of this effort is to identify supportable design patterns for  effective educational games that designers can draw on to assure high  quality gameplay and educational value. A rubric with the dual purpose  of providing guidance for educational game design as well as an  evaluation tool for comparing educational games across play genres is  one outcome of this work.</p>
<p>A rubric is several things: a guide for evaluating performance  (Danielson, 1997); a descriptive scoring scheme developed to guide the  analysis of a product or process (Brookhart, 1999); a written-down  version of criteria, with all scoring described and defined (Arter &amp;  McTighe, 2001). While rubrics are commonly used in education, creating a  rubric for evaluating game design has been challenging, as fixed  criteria about what to assess in a game is not agreed upon. Thus, G4LI  researchers surveyed the existing literature and identified 17 “design  patterns” of effective games. The rubric uses these design patterns as  criteria for game design and evaluation.</p>
<p>Along with the game design patterns, three central criteria are used  in the rubric. These relate to internal game mechanics that affect  gameplay and learning, and are simultaneously important and independent  of one another (Danielson, 1997). Each of the 17 individual design  patterns are evaluated on 5-point scale in each of the three criteria:</p>
<ol>
<li>Technical Implementation: The activity of programming and executing a  design pattern into a working version of the game. Includes the  seamless integration of design elements within game play.</li>
<li>Educational Appropriateness: The ability of the game to address  educational/curricular goals and the player(s) knowledge/ability  relative to the educational content being addressed.</li>
<li>Overall Integration with goals: The integration of the design  pattern being considered with the other elements within the game, and  within overall game play and educational goals.</li>
</ol>
<p>The rubric has been developed and tested as a guidance-for-design  tool in the national G4Li Game Design Challenge, already announced (<a href="../archives/680">http://g4li.org/archives/680</a>).  Authors will report the effectiveness of using the Game Design Patterns  rubric, lessons learned from this experience and, by including a sample  game evaluation, demonstrate how the rubric is used.</p>
<p><a href="http://www.glsconference.org/2010/program/event/89" target="_blank">View this abstract on the GLS 6.0</a>.</div>
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		<title>4:35pm  Microtalks: Design Innovation</title>
		<link>http://g4li.org/archives/2280</link>
		<comments>http://g4li.org/archives/2280#comments</comments>
		<pubDate>Wed, 26 May 2010 04:35:36 +0000</pubDate>
		<dc:creator>Charles Hendee</dc:creator>
				<category><![CDATA[Events]]></category>

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		<description><![CDATA[Microtalks &#8211; Design Innovation Classroom Multiplayer Presential Games Miguel Nussbaum, Pontificia Universidad Católica de Chile The popularity of massively multiplayer online games (MMOGs) has grown enormously, with communities of players reaching into the millions. The games’ potential for education stems from the fact that players are immersed in a virtual world where they have the [...]]]></description>
			<content:encoded><![CDATA[<p><strong style="color: #0000ff;"><span><span style="background-color: #ffffff;"><span style="font-size: x-small;">Microtalks &#8211; Design<span><span style="background-color: #ffffff;"> Innovation </span></span> </span></span></span></strong><em><strong><span style="font-size: x-small;"><br />
</span><span style="font-size: x-small;"><br />
</span></strong></em></p>
<ul>
<li><strong><em>Classroom  Multiplayer Presential Games</em><span><span style="background-color: #ffffff;"> </span></span></strong><strong><span><span style="background-color: #ffffff;"><span style="font-size: x-small;"><span style="color: #000000;"><span><span style="background-color: #ffffff;"><br />
Miguel Nussbaum,  Pontificia Universidad Católica de Chile</span></span></span></span></span></span></strong><br />
The  popularity of massively multiplayer online games (MMOGs) has grown  enormously, with communities of players reaching into the millions. The  games’ potential for education stems from the fact that players are  immersed in a virtual world where they have the opportunity to  manipulate and explore, thus motivating the construction of knowledge.  The interaction and collaboration between participants allows students  to exchange information, test their understanding, and reflect on what  they have learned. Since the number of students in a classroom is not  massive and play takes place within a single room rather than on the  Internet, we have changed the terms &#8220;Massively&#8221; and &#8220;Online&#8221; to  &#8220;Classroom&#8221; and &#8220;Presential&#8221; respectively, thus giving us the new  designation &#8220;Classroom Multiplayer Presential Game&#8221; (CMPG). We present  different types of CMPGs for diverse schools subjects and show design  rules. The systems are built with several kids (up to 10) sharing a  projected image and each with her personal input device, or by  constructing an Augmented Reality world with each child with her  personal Tablet.</li>
<li><em><strong>Classroom Constraints and the &#8220;pass-back&#8221; effect: Games Designed to Transcend Generational Divides</strong></em><strong><br />
Marjee Chmiel, <em>The JASON Project</em>, and Nina Walia, <em>PBS</em></strong><em><strong><span><span style="background-color: #ffffff;"><span style="font-size: x-small;"><span style="color: #000000;"><br />
</span></span></span></span></strong></em><strong><span><span style="background-color: #ffffff;"><span style="font-size: x-small;"><span style="color: #000000;"> </span></span></span></span></strong></p>
<p>Games for learning often have an explicit  audience in school-aged children, but there is another audience as well:  parents and teachers. While much of the conversation about games for  learning focuses on “kid cognition,” scalability can only be achieved  when designers acknowledge and design for the parents and teachers who  serve as the gatekeepers of the technologies. This microtalk will  address design principles when the classroom is the unit of analysis and  the “pass-back effect” — when parents hand their mobile device to kids  in the backseat or whenever they’re on-the-go — and how this creates  unique challenges to optimize kid-friendly, educational mobile apps  within the constraints of devices designed for grown-ups. Games from PBS  and National Geographic’s The JASON Project will be used as case  studies.</li>
</ul>
<ul>
<li><em><strong>SURGE: Integrating Vygotsky’s Spontaneous and  Instructed Concepts Within the Curriculum</strong></em><br />
<strong>Douglas B.  Clark, Mario Martinez-Garza, <em>Vanderbilt University </em></strong><strong><br />
Brian C. Nelson,  Kent Slack2, &amp; Cynthia A. D’Angelo, <em>Arizona State University</em></strong>In Thought and Language, Vygotsky discusses the potential for  leveraging intuitive understandings from everyday experience  (&#8220;spontaneous concepts&#8221;) with “instructed” scientific concepts to build  robust understandings. The question remains whether or not the intuitive  spontaneous concepts players develop in through computer games can be  successfully leveraged into robust instructed concepts in a manner that  transfers to academic assessments and across domains recognized as  central by the scientific disciplines themselves. This talk presents  data from early studies with the SURGE video game, where students  demonstrated significant learning across multiple items based on the  Force Concept Inventory that mirror their embodied experience in the  game, but also demonstrate difficulties in integrating ideas from the  game on items less directly connected to their embodied experience.</li>
<li><strong>Tobi Sulnier, <em>First Playable</em></strong></li>
</ul>
<p><em><strong><span style="font-size: x-small;"> </span></strong></em></p>
<ul>
<li><strong>Victoria Van Voorhis</strong><em><strong>, Second Avenue  Software</strong></em><em><br />
</em></li>
</ul>
<p><strong> </strong></p>
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		<title>2:15pm  Design Innovation Session at Games for Learninge: Research and Design Innovation</title>
		<link>http://g4li.org/archives/2259</link>
		<comments>http://g4li.org/archives/2259#comments</comments>
		<pubDate>Wed, 26 May 2010 04:16:22 +0000</pubDate>
		<dc:creator>Charles Hendee</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[G4C]]></category>
		<category><![CDATA[G4C 2010]]></category>

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		<description><![CDATA[Design and Development Sessions Moderator: Ken Perlin, NYU/G4LI &#8211;Translating Instructional Ideas into Good Game Designs Cornelia Brunner, Center for Children &#38; Technology/Education Development Center, Inc. The presentation will examine the design schema we are currently using to investigate ways to use specific affordances of the handheld digital game medium to support progressive pedagogical practices in [...]]]></description>
			<content:encoded><![CDATA[<p><strong style="color: #0000ff;">Design and Development Sessions<br />
</strong></p>
<p>Moderator: <strong><em>Ken    Perlin</em></strong><em>, NYU/G4LI</em></p>
<ul>
<li><em><strong>&#8211;Translating  Instructional Ideas into Good Game Designs</strong></em><strong> </strong><strong><br />
Cornelia  Brunner, Center for Children &amp; Technology/Education Development  Center, Inc.</strong><br />
The presentation will examine the design schema we  are currently using to investigate ways to use specific affordances of  the handheld digital game medium to support progressive pedagogical  practices in middle school science teaching. Instructional design  determines the interplay between the pedagogical, gaming and science  learning requirements for a game.</p>
<p style="padding-left: 30px;">We are focusing on integration  of digital games into the regular curriculum rather than on replacing  the more traditional curriculum with new media learning objects. We are  not trying to teach content (e.g., the chemistry of photosynthesis) nor  provide opportunities to practice important skills (e.g., observation,  classification, etc.) but rather to address recalcitrant misconceptions  by providing a shared, actively constructed visual metaphor for the  counter-intuitive aspects of a complex idea may help create a conceptual  readiness to learn on the part of students that teachers can refer to  in crafting their regular lessons.</p>
<p>We expect the teachers  (rather than the game) to provide explanations and engage their students  in reflections on the meaning and import of the process depicted in the  game. The contribution of the game is to provide a model that is both  accurate and age-appropriate and can be manipulated.</li>
</ul>
<p><em><strong><span><span style="background-color: #ffffff;"> </span></span></strong></em></p>
<ul>
<li><em><strong>Towards a Theory of Game-based Assessment<br />
</strong></em><strong>Kurt Squire, University of Wisconsin-Madison </strong><em><strong><span style="font-size: x-small;"><br />
</span></strong></em></li>
<p><strong> </strong></ul>
<ul>
<li><em><strong>Sources of Evidence for Embedded Assessment  in Immersive Game Worlds</strong></em><strong><br />
Brian Nelson, Arizona State  University</strong><em><strong><span style="font-size: x-small;"><br />
</span></strong></em>Whatever theories,  models, or approaches may be utilized for assessing the skills and  processes identified as important to successful learning in the 21st  century, the nuts and bolts of assessment will still consist of  interactions between the person or group being assessed and the outside  world. However, the media used for interactions between learner and  world, the “work products” (Mislevy, Steinberg, &amp; Almond, 2003)  through which learners will demonstrate construction of knowledge and  skills, will be starkly different from those that existed in the past.  In most classroom-based instruction, assessment via multiple choice  tests, surveys, and other traditional means continues to be the norm.  But such decontextualized tools and activities are nowhere to be found  in the immersive game worlds in which 21st century learners spend much  of their time outside the classroom. Instead, in modern game  environments players are continuously assessed as they embark on  long-term learning quests using situated, need-based functions and  toolsets through which they demonstrate a trajectory of growing  competence in domain specific areas, usually as part of a large  community of practice.If  immersive game worlds are going to find a place within formal  educational settings, researchers need to pay careful attention to the  affordances, weaknesses, and design of such environments for learning  and assessment. In this session, I take a designer’s look at how data  collection activities for learning and assessment are structured in  immersive game worlds. I define and describe the Global Evidence  Channels through which learning and assessment activities are derived in  game world, offering examples of how multiple evidence channels in  operation through game based activities can be utilized to construct  rich data trails for assessment. Participants in this session will take  away heuristics for designing game-embedded learning and assessment  activities that take advantage of the elements that such environments  support.</li>
</ul>
<p>Respondents: <strong><em>Tracy    Fullerton</em></strong><em>, USC</em> &amp; <strong><em>Eric     Zimmerman</em></strong></p>
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		<title>11:00 Microtalks: Research Innovation at Games For Learning Design and Innovation</title>
		<link>http://g4li.org/archives/2243</link>
		<comments>http://g4li.org/archives/2243#comments</comments>
		<pubDate>Thu, 20 May 2010 22:46:37 +0000</pubDate>
		<dc:creator>Charles Hendee</dc:creator>
				<category><![CDATA[Events]]></category>

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		<description><![CDATA[Microtalks: Research Innovation Playing the Field Methodologically Constance Steinkuehler, University of Wisconsin-Madison—Traditional views about research methods would insist that researchers select their methodology to be consistent with their existing beliefs about the nature of the world and our knowledge about it. For many of us, however, the process goes the opposite direction: We tend to [...]]]></description>
			<content:encoded><![CDATA[<p>Microtalks: <strong>Research Innovation</strong></p>
<ul>
<li><strong><em>Playing the Field Methodologically</em><br />
Constance Steinkuehler, <em><span><span style="background-color: #ffffff;"><span style="font-size: x-small;"><span style="color: #000000;">University of Wisconsin-Madison</span></span></span></span></em><span style="color: #000000;"><span style="font-size: x-small;"><em>—</em></span></span></strong>Traditional views about research methods would insist that researchers  select their methodology to be consistent with their existing beliefs  about the nature of the world and our knowledge about it. For many of  us, however, the process goes the opposite direction: We tend to  construct theory to match the data we collect rather than collecting  data to test the theory we already have. Research on new phenomena like  “games and learning” are, in practice, the wild wild west of  methodology. I argue that, when you’re trying to figure out what the  phenomenon is in the first place, it’s perfectly okay to date around  with methods before you marry them and settle down. As long as your  theory and methods in each study are coherent, why not go ahead and play  the field? I use examples from my own research to illustrate how the  long-standing distinctions between quantitative and qualitative,  objective and critical, might sometimes be usefully flouted.</li>
</ul>
<ul>
<li><strong><em>Back to </em>Sesame Street<em>: Reviving developmentally-focused  formative research </em><br />
Katie McMillan Culp, <em>Center for Children  &amp; Technology/Education Development Center, Inc.</em></strong>Formative research is a specific approach to guiding the development of  media for children that places the focus on the comprehensibility of the  media and the meaning-making of the child. It was created to inform the  development of educational television programming in the late 1960s  (Connell &amp; Palmer, 1971), including Sesame Street and The Electric  Company. The production of these shows was deeply and consistently  guided by input from developmental psychologists who did regular,  sustained testing of show concepts with children within the target age  range.</p>
<p>Formative research can function as an alternative or a  complement to research focused on the identification and validation of  design principles to guide the development of effective games for  learning. Research seeking to identify design principles assumes  meaningful connections between those patterns of behavior captured in  the research process and correlated outcomes, and prioritizes the  codification of recommendations for design. This contrasts with  formative research’s emphasis on children’s interpretive relationships  with the media they encounter.</p>
<p>Formative research also provides a  rich context for negotiation among the multiple expert perspectives  that inform the development of games for learning, by placing the  empirical examination of the needs and perspectives of the player at the  center of the design and development process.<span><span style="background-color: #ffffff;"> </span></span></li>
<li><span><span style="background-color: #ffffff;"><span style="font-size: x-small;"><span style="color: #000000;"><strong><em>Instrumenting games for assessment:  What can online processes tell us about what students know and don’t  know?</em></strong></span></span></span></span><span><span style="background-color: #ffffff;"><span style="color: #000000;"><span style="font-size: x-small;"><strong>Greg Chung, <em><span><span style="background-color: #ffffff;"><span style="font-size: x-small;"><span style="color: #000000;">UCLA/CRESST/CATS</span></span></span></span></em></strong></span></span><br />
</span></span></p>
<p>Games  developed for learning purposes provide an opportunity to observe  learning processes as they occur. However, measuring learning processes  moment-to-moment requires a way of instrumenting the game such that the  data collected yields meaningful information about a student’s  understanding. This talk will present our current work on instrumenting a  prototype game for teaching the concept of fractional units. Data from a  recent study with 150 students using our prototype game generated  nearly 250,000 records of event data. This data will be used to  illustrate how we instrumented the game, provide examples of the kinds  of measures that were extracted from the event data, and show how those  measures related to students’ learning processes and outcomes.</li>
</ul>
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		<title>9:15AM Research and Innovation Sessions at Games for Learning: Research and Design Innovation</title>
		<link>http://g4li.org/archives/2229</link>
		<comments>http://g4li.org/archives/2229#comments</comments>
		<pubDate>Thu, 20 May 2010 22:14:46 +0000</pubDate>
		<dc:creator>Charles Hendee</dc:creator>
				<category><![CDATA[Events]]></category>

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		<description><![CDATA[Research and Innovation Sessions Moderator: Jan Plass, NYU/G4LI A Framework for Research on Motivation and Game-based Learning Richard Wainess, UCLA/CRESST/CATS—Many educators believe the motivational characteristics of games make them effective tools for learning; this is based on an assumption that motivation guarantees learning. Much of this belief about games and motivation dates back to the [...]]]></description>
			<content:encoded><![CDATA[<p><strong style="color: #0000ff;">Research and Innovation Sessions</strong><br />
Moderator: <strong>Jan Plass</strong>, <em>NYU/G4LI</em></p>
<ul>
<li><span><span style="background-color: #ffffff;"><span style="font-size: x-small;"><span style="color: #000000;"><strong><em><span><span style="background-color: #ffffff;"><span style="font-size: x-small;"><span style="color: #000000;">A Framework for  Research on Motivation and Game-based Learning</span></span></span></span></em><br />
Richard  Wainess, UCLA/CRESST/CATS</strong></span></span></span></span><strong><span style="color: #000000;"><span style="font-size: x-small;"><em>—</em></span></span></strong>Many  educators believe the motivational characteristics of games make them  effective tools for learning; this is based on an assumption that  motivation guarantees learning. Much of this belief about games and  motivation dates back to the 1980s when Malone and colleagues cited a  number of constructs as providing motivational appeal within games,  which subsequently has been equated to learning from games. However,  empirical evidence hasn’t fully supported this premise. While motivation  may be a contributor to learning from games, and while some of the  constructs defined by Malone and others may contribute to learning,  research strongly suggests it is the instructional methods embedded in  games that determines whether learning occurs. Certain of the proposed  motivational constructs represent, or are related to, effective  instructional methods and, therefore, can aid in learning. However,  other motivational constructs have, over the past 20 years, been shown  to potentially counteract effective instruction and can likely be  detrimental to learning. Therefore, one cannot simply say motivation is  good for learning. It depends on which motivational characteristics are  being discussed and how they are implemented. The purpose of this paper  is to introduce a model of motivation and learning, based on a large  body of empirical data, as a framework to guide future empirical  research on motivation and game-based learning. The model is composed of  a set of independent variables (motivational constructs), a number of  mediating and moderating variables (expectancy-value theory, several key  components of cognitive load theory, and several game-relevant  instructional methods) and one dependent variable (learning outcomes).</li>
</ul>
<ul>
<li><span><span style="background-color: #ffffff;"><span style="font-size: x-small;"><span style="color: #000000;"><strong><em>Research on the Instructional Effectiveness of  Computer Games</em><br />
Sigmund Tobias, <em>SUNY</em>, and J. Dexter Fletcher, <em> Institute of Defense Analysis</em></strong></span></span></span></span><em><strong>— </strong></em>This  panel will discuss research on the effectiveness of using computer  games for instruction. Sigmund Tobias and J. Dexter Fletcher will update  a continuing review of empirical studies examining computer games for  the delivery of instruction; the studies reviewed to date were conducted  from 1992-2009 and have been posted at <a href="https://sites.google.com/a/adlnet.gov/references/">https://sites.google.com/a/adlnet.gov/references/</a>.  The presentation will emphasize research-based recommendations for game  design; slides of the recommendations will be reproduced for the  convenience of attendees. The reviewers have monitored and analyzed  empirical, data-based literature on the effectiveness of games for  instruction over the last four years. There is some confidence in the  recommendations since they have remained fairly constant over the  project&#8217;s duration.<strong><em><br />
</em></strong></li>
</ul>
<ul>
<li><strong><em>Action video game playing as a learning tool</em><br />
Daphne  Bavelier, <em>University of Rochester</em></strong><strong>—</strong>Although  the brain is far from being fixed, the types of experience that promote  learning and brain plasticity are still poorly understood.  Surprisingly, the very act of playing action video games appear to lead  to widespread enhancements in vision, attention and possibly cognition.  Such wide transfer of learning is unusual. A common mechanism may be at  the source of this wide range of skill improvement. In this view, action  video game players are no superhero, but they would benefit by having  learned to learn.<strong><br />
</strong></li>
</ul>
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		<title>G4LI announces new graduate courses on learning games design at NYU Steinhardt</title>
		<link>http://g4li.org/archives/2233</link>
		<comments>http://g4li.org/archives/2233#comments</comments>
		<pubDate>Thu, 20 May 2010 21:37:58 +0000</pubDate>
		<dc:creator>Jan L Plass</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[course]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[Simulations]]></category>

		<guid isPermaLink="false">http://g4li.org/?p=2233</guid>
		<description><![CDATA[We are pleased to announce four new courses on designing games for learning at NYU Steinhardt, offered by the Program in Educational Communication and Technology: E19.2500 Video Games and Play in Education Introduces theories of learning, learning through play, and the role of technology in education. Students will encounter a wide variety of game genres [...]]]></description>
			<content:encoded><![CDATA[<p>We are pleased to announce four new courses on designing games for learning at <a href="http://steinhardt.nyu.edu" target="_blank">NYU Steinhardt</a>, offered by the Program in <a title="ECT" href="http://steinhardt.nyu.edu/alt/ect" target="_blank">Educational Communication and Technology</a>:</p>
<p><strong>E19.2500 Video Games and Play in Education</strong><br />
Introduces theories of learning, learning through play, and the role of technology in education. Students will encounter a wide variety of game genres through critiquing and playtesting current and historic videogames. Students will do preliminary game design with history, theory, learning outcomes and learner characteristics in mind.</p>
<p><strong>E19.2176 Designing Simulations and Games for Learning</strong> (Plass, Fall 2010)<br />
Introduces a model of designing simulations and games for learning, covering cognitive factors, affective factors, as well as narrative. Examines the potential of various genres of simulations and games as learning technologies and discusses issues of designing for fun versus designing for learning through readings, discussion, play, design and research.  Class discussions focus on identifying and applying design patterns for the design of effective learning games. Students will collaborate to design several learning games and implement paper and digital prototypes.</p>
<p><strong>E19.2510 Narrative, Digital Media and Learning</strong><br />
Addresses the role of narrative when designing serious games, simulations, social media, and documentary storytelling. Narrative forms have been used for teaching and learning given their role in memory, cognition, the engagement of learners, as well as in case studies for learning, teaching, and research. This course explores the design principles and constitutive elements of narrative-centered learning. Special emphasis is given to designing media narratives that enable and support pedagogical models including story-based learning, digital storytelling, and entertainment education, and goal-based scenarios.</p>
<p><strong>E19.2520 Research on Simulations and Games for Learning</strong> (Plass, Spring 2011)<br />
Provides an introduction to research on simulations and games, with a focus on choosing the appropriate approach, e.g., playtesting, evaluation, or efficacy research, and the appropriate methods, e.g., think aloud protocols, video research, eye tracking, EEG/EMG, user log data, or biometrics. Reading assignments, class discussions, and case studies will be used to discuss the goals, methods, design, and setup of these methods and prepare students to design and execute their own playtesting and evaluation research for learning games of their choice.</p>
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		<title>Announcing the release of Cognitive Load Theory, Co-Edited by G4LI&#8217;s Jan L. Plass</title>
		<link>http://g4li.org/archives/2219</link>
		<comments>http://g4li.org/archives/2219#comments</comments>
		<pubDate>Sun, 16 May 2010 23:06:32 +0000</pubDate>
		<dc:creator>Jan L Plass</dc:creator>
				<category><![CDATA[Research]]></category>

		<guid isPermaLink="false">http://g4li.org/?p=2219</guid>
		<description><![CDATA[Announcing the release of Cognitive Load Theory, Co-Edited by G4LI Co-Director Jan L. Plass, with Roxana Moreno and Roland Brünken. Published by Cambridge University Press (c) 2010. Cognitive load theory (CLT) is one of the most important theories in educational technology, a highly effective guide for the design of multimedia and other learning materials. This [...]]]></description>
			<content:encoded><![CDATA[<p>Announcing the release of Cognitive Load Theory, Co-Edited by G4LI Co-Director Jan L. Plass, with Roxana Moreno and Roland Brünken. Published by Cambridge University Press (c) 2010.</p>
<div class="wp-caption alignnone" style="width: 310px"><a href="http://www.amazon.com/Cognitive-Load-Theory-Plass-Jan/dp/0521677580/ref=pd_sim_b_11"><img src="http://create.alt.ed.nyu.edu/images/CL_image.jpg" alt="Cognitive Load Theory" width="300" height="300" /></a><p class="wp-caption-text">Cognitive Load Theory</p></div>
<p>Cognitive load theory (CLT) is one of the most important theories in  educational technology, a highly effective guide for the design of  multimedia and other learning materials. This edited volume brings  together the most prolific researchers from around the world who study  various aspects of cognitive load to discuss its current theoretical as  well as practical issues. The book is divided into three parts. The  first part describes the theoretical foundations and assumptions of CLT,  the second discusses the empirical findings about the application of  CLT to the design of learning environments, and the third part concludes  the book with discussions and suggestions for new directions for future  research. It aims to become the standard handbook in CLT for  researchers and graduate students in psychology, education, and  educational technology.</p>
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		<item>
		<title>G4LI is looking for a new Finance and Development Administrator</title>
		<link>http://g4li.org/archives/2202</link>
		<comments>http://g4li.org/archives/2202#comments</comments>
		<pubDate>Sun, 11 Apr 2010 18:29:16 +0000</pubDate>
		<dc:creator>Charles Hendee</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[g4li]]></category>
		<category><![CDATA[jobs]]></category>

		<guid isPermaLink="false">http://g4li.org/?p=2202</guid>
		<description><![CDATA[We are looking for someone wonderful. An ideal applicant would rather enjoy games, technology, and/or education. Position Summary: Administer the operations and outreach activities of the NYU-Games for Learning Institute (GLI). Promote and implement high profile special events; seek funding sources and develop grant proposals; Liaise with schools, collaborators within the university and outside organizations. [...]]]></description>
			<content:encoded><![CDATA[<p>We are looking for someone wonderful. An ideal applicant would rather enjoy games, technology, and/or education.</p>
<p>Position Summary:</p>
<blockquote><p>Administer the operations and outreach activities of the NYU-Games for  Learning Institute (GLI).  Promote and implement high profile special  events; seek funding sources and develop grant proposals; Liaise with  schools, collaborators within the university and outside  organizations.  Coordinate high-level meetings and coordinate communication among  collaborators.  Manage research assistants. Manage student involvement  within the Institute. Prepares monthly, quarterly, and annual reports to  G4LI funders.</p></blockquote>
<p><a title="Posting" href="https://www.nyucareers.com/applicants/jsp/shared/frameset/Frameset.jsp?time=1272653977001" target="_self">Official Posting</a></p>
<p>If you are interested, please follow the link above to the official posting.</p>
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		<title>Jan Plass talk at the 2010 Microsoft External Research Symposium</title>
		<link>http://g4li.org/archives/2185</link>
		<comments>http://g4li.org/archives/2185#comments</comments>
		<pubDate>Wed, 07 Apr 2010 03:20:10 +0000</pubDate>
		<dc:creator>Charles Hendee</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://g4li.org/?p=2185</guid>
		<description><![CDATA[The Co-Director of G4LI, Jan Plass, gives a presentation at the 2010 Microsoft External Research Symposium.]]></description>
			<content:encoded><![CDATA[<p>The Co-Director of G4LI, Jan Plass, gives a presentation at the 2010 Microsoft External Research Symposium.</p>
<p><a rel="attachment wp-att-2186" href="http://g4li.org/archives/2185/slide1"><img class="size-full wp-image-2186 alignnone" title="MSR External Research Symposium–Plass" src="http://g4li.org/wp-content/uploads/2010/04/Slide1.png" alt="MSR External Research Symposium–Plass" width="622" height="933" /></a></p>
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