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Gabe Zichermann: How games make kids smarter

Gabe Zichermann: How games make kids smarter

http://www.ted.com/talks/gabe_zichermann_how_games_make_kids_smarter.html

「旅程的力量」特別講者 大衛.漢森為漢森機器人技術公司的創立者與CEO。曾在羅德島設計學院研究藝術,目前已經獲得了德克薩斯州立大學互動藝術與工程博士學位。接連被PC Magazine 和連線雜誌讚譽為「天才」,大衛.漢森致力解決工程與藝術的結合問題、,夢想著創造出出神似人類的機器人:擁有細膩豐富的面部表情、懂得捕捉人類情緒與回 應,甚至能與人類自然對談。 Computer Games and Instruction There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. Lawrence Wang - Google+ - TED editor wants your opinions on how TED could use a… TED editor wants your opinions on how TED could use a google+ page to engage g+ community So don't want to push my luck, but last night I posted about the fact that google+ needs an official TED page, it was shared and found its way to +Emily AtTED editor of TED.com! Which is amazing and she wrote me back with this 'What would you like to see on an official Google+ page for TED? We're thinking how best to make this page work: Should we post the day's TEDTalk here every day, or would you rather have more curated content and conversations? Very, very open to suggestions -- and thanks for your thoughts!

Issue 1102, 2011 Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional alternatives. It also distinguishes between mere emotion and artistic expression, providing a response to those who assert games cannot be aesthetic. Ann Cooper Talks School Lunches Susan notes: Thanks to TED for making TED Talks downloadable and embeddable, and for providing the biographical information that goes along with them. Speaking at the 2007 EG conference, "renegade lunch lady" Ann Cooper talks about the coming revolution in the way kids eat at school -- local, sustainable, seasonal and even educational food. Ann Cooper has a frontline view of the daily battle to keep kids healthy -- and of the enemy, the processed-foods industries that, it sometimes seems, want to wrap every single thing that children eat in a fried coating and then a plastic bag.

Games: Improving Education Educators increasingly recognize the impact of entertainment software and utilize games as a teaching device in a growing number of classrooms and business settings. In doing so, they are embracing the cultural and technological shifts of the 21st century and expanding the use of a favorite leisure activity, computer and video games, into a critical and still-emerging educational resource. More than just play, entertainment software helps impart knowledge, develop life skills and reinforce positive habits in students of all ages. Cognitive Research In addition to being a great way to keep students engaged, researchers have found that video games have real potential as next-generation learning tools. Games use new technologies to incorporate principles crucial to human cognitive learning.

When NORAD tracked Santa: Bruno Bowden on the TED Blog News Why TEDActive? Thoughts on what makes this conference “an ‘a-ha’ experience” TEDActive was born with a bang in Aspen, Colorado, in 2008. Quite literally. Serious game A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.[citation needed] Definition and scope[edit] Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Although serious games can be entertaining, their main purpose is to train or educate users, though it may have other purposes, such as marketing or advertisement.

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