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Ken Perlin on The Future of Computer Graphics at SIGGRAPH ASIA 2011

Published January 13th, 2012

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By Cheryl Byrne

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View G4LI Director, Ken Perlin’s talk at the 4th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia.

Ken Perlin
Professor
Department of Computer Science at New York University

About Ken Perlin
Widely respected and emulated for his Academy Award-winning work in noise and turbulence procedural texturing techniques, which are used in feature films and television today, Ken Perlin is deemed as one of the industry’s top innovators.

The Future of Computer Graphics, December 15, 2011
The interface between people and computers is evolving at an ever accelerating pace. In another ten years this interface will be radically different, and in twenty years it will be utterly transformed.

At some point our SmartPhones are likely to become obsolete, as advancing technology allows us simply to perceive the world around us a ubiquitous and seamlessly integrated augmented reality.

Once this future has been achieved, what will we do with it?  What will it mean to be a social human?  Based on current trends and a little inspired guesswork, we look at the implications for identity, privacy, education, culture and the arts, economics, politics and the digital divide.

REPORT: Funding Digital Innovation as a New Path to Literacy, Policy Breakfast at NYU

Published December 1st, 2011

Category News

By Cheryl Byrne

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This report is based on the proceedings from the June 21, 2011 policy breakfast with Assistant Deputy Secretary for Innovation and Improvement, James H. Shelton III, from the US Department of Education.

G4LI will again be hosting the annual Games for Change Festival in 2012 on June 18-20. 

“What’s in a Video Game?” -G4LI on NBC News

Published October 13th, 2011

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By Cheryl Byrne

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NBC News does a piece on G4LI’s research into how games can help students to learn:

http://nbcbuzz.tv/2011/10/13/whats-in-a-video-game/

NBC News Mobile reports on G4LI research

Published October 13th, 2011

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By Jan L Plass

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NBC News Mobile reports on G4LI research in their video “What’s in a Video Game”, available on their web site.

G4LI Co-Director Plass on China Radio International

Published October 3rd, 2011

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By Jan L Plass

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G4LI Co-Director Plass was a guest on the TODAY show, China Radio International’s flagship news chat show. In this September 13, 2011 show on Digital Tools in Education, Today hosts interviewed experts from China and Canada, as well as the U.S. A podcast can be found at the CRI Web Site.

Games for Learning Day at 8th Annual G4C Festival

Published July 28th, 2011

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By Cheryl Byrne

Tags g4c 2011, gabe newell, games for learning day,


The Games for Learning Institute hosted its second annual Games for Learning Day at G4C on June 22, 2011, bringing together leading researchers and game designers and developers to present papers and mico-talks on various games for learning topics such as design patterns for successful educational games, game mechanics for learning, measurement and assessment, game instrumentation and play testing research.

View the full day’s presentation slides

View the full day’s videos

PROGRAM
Examining Reflective Awareness in Gaming Experience
Presenters: Thomas Fennewald, Indiana University; Gabriel Recchia, Indiana University; Ellen Jameson, Indiana University

Covert and Overt Measures of Engagement within an Educational Multimedia Environment
Presenter: Robert Christopherson, Arizona State University

Observational and Log Analysis Methods for Assessing Engagement and Affect in Educational Games
Presenter: Ryan S.J.d. Baker, Worcester Polytechnic Institute

Game Changing: Extending Learning Both Within the Classroom and Without the Classroom
Presenter: Krishan Patel, Computers for Youth

Teaching Scientific Inquiry with a Serious Game
Presenter: Keith Millis, Northern Illinois University

G4LI Advancing Research on Games for Learning
Presenters: Ken Perlin, G4LI; Jan Plass, G4LI

Keynote: Gabe Newell, Valve Software

Empowering Minority Youth to Engage STEM Learning through Community Partnerships and Educational Game Design
Presenter: Alex Games, Microsoft

Games as Metaphor Primers
Presenter: Katie McMillan Culp, Center for Children & Technology

Lit to Quit: A Mobile Game for Smoking Reduction Using Breathing Techniques
Presenter: Adrienne Garber, Teachers College, Columbia University

Multiple-Choice is for Wimps! Play InterroBang-Change the World!
Presenters: Allyson Knox, Microsoft; Adrian Dede, Microsoft; Brad Lewis, Learn  & Serve America

The Sack School: Little Big Planet 2 as an Educational Environment for a Community of Learners and Contributors
Presenter: Vittorio Morrone, University of Padu, Italy

Development Post-Mortem and Research Results for Mecanika
Presenter: Francois Boucher-Genesse, University of Quebec

Game Play Reception and Ben & Jerry’s Ice Cream

Games as Formative Assessment Environments
Presenter: Girlie Delacruz, UCLA

What is Stealth Assessment?
Presenter: Val Shute, Florida State University

Playing the Data Stream: Ghosts in the Machine
Presenter: Matt Landes, Google

Imagining Future Learning Spaces
Presenter: Chloe Varelidi, Quest to Learn

Learning About Games, Playing for the Future, Expanding Environmental Consciousness
Presenter: Wanda Gregory, University of Washington Bothell

Fun and Frustration = Learning and Games
Presenter: Drew Davidson, Carnegie Mellon University

Jan Plass speaks with James Shelton, III, US Dept of Education

Published July 5th, 2011

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By Cheryl Byrne

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G4LI Co-Director, Jan Plass, speaks with James Shelton, III, from the U.S. Dept. of Education at the 8th Annual Games for Change Festival. View the video:

http://vimeo.com/25831600

Gabe Newell, Keynote for 2nd Annual Games for Learning Day at G4C

Published May 17th, 2011

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By Cheryl Byrne

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*See the video of Gabe Newell’s keynote talk from June 22 here: http://vimeo.com/25780504*

As part of the 8th Annual Games for Change Festival, G4LI will be hosting it’s 2nd annual Games for Learning Day on Wednesday, June 22 bringing together the leading thinkers and researchers in the area of games for learning. It will be a full day of idea exchange and exploration including papers on game research, “microtalks” about research and assessment, games for learning and the future of games for learning, and game play sessions.

We are excited to announce that our Featured Keynote speaker on June 22 will be Gabe Newell.

Gabe Newell is the President and founder of Valve Corporation, an entertainment software and technology company based in Bellevue, Washington.

Valve’s debut title, Half-Life®, earned over 50 Game of the Year Awards and was named “Best PC Game Ever” in the November 1999, October 2001, and April 2005 issues of PC Gamer, the world’s best-selling PC games magazine.

Valve’s portfolio of entertainment titles also includes Counter-StrikeTM, Day of DefeatTM, Left 4 DeadTM, PortalTM, and Team Fortress®. This portfolio accounts for over 30 million retail units sold worldwide, and more than 88% of the PC online action market.

In addition to producing best selling entertainment titles, Valve is a developer of leading-edge technologies, such as the SourceTM game engine and Steam, a broadband platform for the delivery and management of digital content with over 30 million accounts.

Before starting Valve in August 1996, Gabe held a number of positions in the Systems, Applications and Advanced Technology divisions at Microsoft, where he worked for 13 years. His responsibilities included running program management for the first two releases of Windows, starting the company’s multimedia division, and, most recently, leading the company’s efforts on the Information Highway PC.

For more information on Valve, please visit www.valvesoftware.com.

G4LI Hosts 8th Annual G4C Festival, June 20-22, 2011

Published April 25th, 2011

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By Cheryl Byrne

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The Games for Learning Institute will be hosting the 8th Annual Games for Change Festival at NYU, June 20-22, 2011.

The 2011 Featured Keynote will be Vice President Al Gore. Featured speakers will include Laura Hartman (Zynga.org), James H. Shelton III (U.S. Dept. of Education), Sheryl WuDunn (Half the Sky) and Jesse Schell (Carnegie Mellon University).

As part of the festival, G4LI will be hosting it’s 2nd annual Games for Learning Day on Wednesday, June 22 bringing together the leading thinkers and researchers in the area of games for learning. It will be a day of idea exchange and exploration of collaborations.

Our Featured Keynote speaker on June 22 will be Gabe Newell.

Gabe Newell is the President and founder of Valve Corporation, an entertainment software and technology company based in Bellevue, Washington.

Valve’s debut title, Half-Life®, earned over 50 Game of the Year Awards and was named “Best PC Game Ever” in the November 1999, October 2001, and April 2005 issues of PC Gamer, the world’s best-selling PC games magazine.

Valve’s portfolio of entertainment titles also includes Counter-StrikeTM, Day of DefeatTM, Left 4 DeadTM, PortalTM, and Team Fortress®. This portfolio accounts for over 30 million retail units sold worldwide, and more than 88% of the PC online action market.

In addition to producing best selling entertainment titles, Valve is a developer of leading-edge technologies, such as the SourceTM game engine and Steam, a broadband platform for the delivery and management of digital content with over 30 million accounts.

Before starting Valve in August 1996, Gabe held a number of positions in the Systems, Applications and Advanced Technology divisions at Microsoft, where he worked for 13 years. His responsibilities included running program management for the first two releases of Windows, starting the company’s multimedia division, and, most recently, leading the company’s efforts on the Information Highway PC.

For more information on Valve, please visit www.valvesoftware.com.

Register now for the festival!  http://gamesforchange.org/festival2011/attend/

NYU Steinhardt Presents Dr. Drew Davidson, Entertainment Technology Center – Pittsburgh at Carnegie Mellon University

Published April 21st, 2011

Category News

By Charles Hendee

Tags game design, game programs, sponsored talks,

Cross-Media Storytelling and Game Design
Dr. Drew Davidson, Entertainment Technology Center – Pittsburgh at Carnegie Mellon University

Image of Drew Davidson's Book

Friday, April 22, 2011, 2:15PM
Room 319, East Building, 239 Greene Street, NYU

How can game design be used to encourage people to follow a story across a variety of media? In light of all the recent discussions around “gamification” and “gamefulness,” Professor Davidson will explore what he sees as the real promise and problems of cross-media experiences.

We invite students from our DMDL/ECT community as well the larger community at NYU to our Spring Brown Bag event. Please join us!

Photo of Drew DavidsonDrew Davidson is a professor, producer, and player of interactive media. His background spans academic, industry, and professional worlds and he is interested in stories across texts, comics, games, and other media. He is the Director of the Entertainment Technology Center – Pittsburgh at Carnegie Mellon University and the Editor of ETC Press.

Drew helped create the Sandbox Symposium, an ACM SIGGRAPH conference on video games and served on the IGDA Education SIG. He works with SIGGRAPH on games and interactive media and serves on the ACTlab Steering Committee, and many advisory boards, program committees, and jury panels.

He is the lead on several MacArthur Digital Media and Learning Initiative grants and has written and edited books, journals, articles, and essays on narratives across media, serious games, analyzing gameplay, and cross-media communication.

For more information regarding this event, feel free to get in touch with Dixie Ching or sava saheli singh.

We’d like to make sure you have a seat and enough food, so please RSVP here.

For information on how to get involved in our ECT Program, please contact our program director Professor Ricki Goldman at ricki@nyu.edu.

G4LI Partnering with Carnegie Learning, PSLC and Others Awarded Next Generation Learning Challenges Wave 1 Grant

Published April 9th, 2011

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By Charles Hendee

Tags carnegie, funding, math, math gam,

NEW YORK, NY, April 8, 2011 The Games for Learning Institute is participating in The Mathematics Fluency Data Collaborative, a project led by  Carnegie Learning, Inc. that has been awarded a $750,000 grant from the Next Generation Learning Challenges (NGLC) Wave I, a new initiative focused on identifying and scaling technology-enabled approaches to improve college readiness and completion, especially for low-income young adults, in the United States.  The goal of the project is to improve performance in developmental math courses by building games to help students develop the fluency and number sense required to succeed in mathematical problem solving. The Mathematics Fluency Data Collaborative is one of 29 grantees selected from a field of more than 600 pre-proposals and 50 finalists.

The NGLC initiative plans to advance college readiness and completion by addressing a continuum of interrelated issues spanning secondary and postsecondary education from grades 6 through college. NGLC is led by EDUCAUSE in partnership with The League for Innovation in the Community College, the International Association of K-12 Online Learning, and the Council of Chief State School OfficersThe Bill & Melinda Gates Foundation and the William and Flora Hewlett Foundation helped design the Next Generation Learning Challenges and funds the initiative.

A collaborative project led by Carnegie Learning, The Mathematics Fluency Data Collaborative is a partnership among the Games for Learning Institute (G4LI) at New York University; Game2Learn at the University of North Carolina, Charlotte; the Pittsburgh Science of Learning Center at Carnegie Mellon University;  Pellissippi State Community College in Tennessee; and the Playpower Project. The Washington State Board for Community and Technical Colleges, Pellissippi State Community College, Boise State University, and Carlow University are implementation partners.

The Mathematics Fluency Data Collaborative will establish a practice that values iterative testing and refinement of learning games based on careful examination of student data,” said Dr. Steve Ritter, chief scientist for Carnegie Learning, Inc. and the project director. “Our team of researchers will mine the data to better understand which gaming parameters lead to success. The game code will be released under an open source license, so that the games can serve as a model for additional development as well as a platform for researchers interested in developing and testing improvements to the games.”

Games produced under this effort will be included in future releases of Carnegie Learning’s Cognitive Tutor® and MATHia™ software programs for middle school, high school, and post-secondary students aligned with the Common Core State Standards for Mathematics. In addition to funding, NGLC is gathering evidence about effective practices and working to develop a community dedicated to these persistent challenges.

“The Games for Learning Institute is pleased to participate in the The Mathematics Fluency Data Collaborative which allows us to continue building the science of learning with partner universities, games design researchers, and corporate partners,” said Jan Plass, professor of educational communication and technology and co-director of G4LI at New York University. “This is a significant project in that we will be designing games that can improve student success in college while producing rich research data to help us verify the educational quality and impact of these games; and, it allows us to continue growing a highly interdisciplinary research and development community to study games as agents to transform education for a broad range of learners.”

The Mathematics Fluency Data Collaborative

The Mathematics Fluency Data Collaborative (MFDC) brings together leading experts in cognition and game design to build an R&D platform for developing, refining and distributing high-quality mathematics games. Our focus will be on games to build fluency in mathematics as a basis for number sense.

MFDC will establish a community of practice that values iterative testing and refinement based on careful examination of student data. We will provide data to the Pittsburgh Science of Learning Center so that researchers can mine the data to better understand the parameters that lead to success.

Winners of National STEM Video Game Competition Announced…Including G4LI and CreateLab’s Very Own Dixie Ching

Published April 1st, 2011

Category News, Press

By Charles Hendee

Tags math games, mini-games, STEM,

The first ever CTO of the US, Aneesh Chopra, announced the winners of the National STEM Video Game Competition today. Included in the announcement are the winners of both the Collegiate and Impact Prizes:

NumberPower: Numbaland!, produced by graduate students Derek Lomas of Carnegie Mellon University, Dixie Ching of New York University [and G4LI and the CREATE LAB] and Jeanine Sun of the University of California at San Diego, are the winners of the Collegiate and Impact Prizes and will receive $50,000 in total. The collection of four games allows children in kindergarten to grade 4 to construct a set of skills that helps develop their sense of number concepts. The games will be available on different platforms, including the iPad later this spring. The prototype can be viewed at http://numbaland.com.

Congratulations, Dixie!!

READ MORE HERE: http://www.theesa.com/newsroom/release_detail.asp?releaseID=139

PLAY THE GAMES HERE: http://numbaland.com