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March 26, 2007

Where Do You Begin (Part II)

Google Desktop 5 is out.

Army Games for Good: excerpt "In addition to the many civilian examples of Games for Good (G4G), the U.S. military has created some very interesting and useful games focused on medical training and cultural education. Within the Army there are thousands of emergency medical personnel who deal with the physical traumas of war. Their jobs are to save lives and begin the movement of people through the military medical system that will restore them to health."

Virtual World Shake-Up (BBC article) found at PacRimX


Data File: Real-Time Collaboration By Sam S. Adkins (from Learning Circuits): excerpt "
According to recent Ambient Insight market research, the 2006 U.S. market for real-time collaboration-based learning products and services is now over $2.6 billion and growing at a five-year compound annual growth rate (CAGR) of 34.5 percent." ....real-time collaboration...hhmmm - does that sound like virtual worlds could fit in here at all ;-0

Gamestudies

The Game Studies Download: Do not miss this annual research extravaganza from Ian Bogost, Mia Consalvo and Jane McGonigal: "It's a summary of the top ten research findings from academic game studies from the previous calendar year.

Our main criteria for selecting studies: the direct relevance of the researchers' insights to the future innovation of game design and development."

Mobile Learning: The Next Step in Technology-Mediated Learning by Ellen Wagner: I think Ellen goes a long way here to help move the discussion away from one purely focused on devices and instead looks at those experiences we are looking to engineer.

Cisco Illustrates How Gaming Could Work for Corporate Learning: While I am a sucker for case studies, I do have to say that this article is disappointing for what I consider a fairly greivious fault - not citing your references...the article includes these statements "Research indicates the average 21-year-old has played about 10,000 hours of video games" and "Other studies show adults learn and retain more in courses that incorporate game elements such as competitive scoring, increasingly difficult player levels and fantasy role-playing." That's great and I think those findings sound right but I am left with no way to find what studies are being referred to  and so no way to independently judge these studies and their worth or even to add to list of resources. The article's author is Kellye Whitney - listed as a Senior Editor and a Sr. Editor ought to know better. I have also submitted an email to CLO asking for the cites but to date have yet to receive any kind of response.

Who Comments on Blogs, and Why?: Comments?

Replacing Face-to-Face Tutorials by Synchronous Online Technologies: Challenges and pedagogical implications: "This paper reports on a study which investigates the implementation of a synchronous   e-learning system (Interwise) for online tutorials on an information   technology related course offered by the Open University of Hong Kong (OUHK)."

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» Expanding the Mobile Learning Conversation to Include Collaboration from Ambient Connections via Ron Edwards
Mark Oehlert recently posted a bunch of resources worth taking a look at that really got me thinking (as usual!). I read the article by Ellen Wagner on mobile learning in CLO Magazine he referred to and while I agree... [Read More]

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