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Online Games: Literature, New Media, and Narrative

Online Games: Literature, New Media, and Narrative
About the Course Intended for both newcomers who are curious about video games and experienced gamers who want to reflect on their passion, this course will explore what happens to stories, paintings, and films when they become the basis of massively multiplayer online games. The Lord of the Rings trilogy—the novels, films, and video game—are our central example of how “remediation” transforms familiar stories as they move across media. The course is designed as a university-level English literature class—a multi-genre, multimedia tour of how literature, film, and games engage in the basic human activity of storytelling. Our journey will enable us to learn something about narrative theory, introduce us to some key topics in media studies and cover some of the history and theory of video games. Drawing on centuries of romance narrative conventions, the twenty-first century gaming industry has become a creative and economic powerhouse. Reviews of the last offering: Course Syllabus J. 1. 2. Related:  A lire..Videojuegos

Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Companies use game thinking for employee motivation in human resources, team building, productivity enhancement, training, health and wellness, sustainability, and innovation. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3.

Game Theory - Stanford University & The University of British Columbia About the Course Popularized by movies such as "A Beautiful Mind", game theory is the mathematical modeling of strategic interaction among rational (and irrational) agents. Beyond what we call 'games' in common language, such as chess, poker, soccer, etc., it includes the modeling of conflict among nations, political campaigns, competition among firms, and trading behavior in markets such as the NYSE. How could you begin to model eBay, Google keyword auctions, and peer to peer file-sharing networks, without accounting for the incentives of the people using them? The course will provide the basics: representing games and strategies, the extensive form (which computer scientists call game trees), Bayesian games (modeling things like auctions), repeated and stochastic games, and more. Course Syllabus Week 1. Week 2. Week 3. Week 4. Week 5. Week 6. Week 7. Recommended Background You must be comfortable with mathematical thinking and rigorous arguments.

Introduction to Public Speaking About the Course The overriding goal of this course is to demystify the process of writing, practicing, and performing a clear and engaging speech. In so doing, I hope this course can help each student improve the quality of their speeches and confidence with which they present them. More specifically, upon successfully completing this course, you should be able to: design and deliver basic presentations concisely; design and deliver informative presentations clearly; design and deliver complex arguments persuasively; speak confidently with appropriate rate, projection, movement, and vocal variety; evaluate and critique speeches insightfully. Course Syllabus Recommended Background If you wish to complete the three speech assignments, you must have access to video recording equipment (e.g., digital camera, cell phone, flip camera, webcam, or video camera) and the ability to share this digital content via YouTube, Vimeo, or Aparat. In-course Textbooks Course Format

Introduction to Art: Concepts & Techniques About the Course Introduction to Art: Concepts & Techniques is an art appreciation course created for individuals without any artistic background. This course introduces you to various art movements, cultural influences, artistic genres, artists, and their artwork. The main emphasis of the course is to teach you hands-on studio arts techniques as you conduct personal research and explore your own creativity. Course Syllabus Week 1: Art Elements & TechniquesWeek 2: Fantasy & YouWeek 3: Correspondence with MemoryWeek 4: Stories Through the LensWeek 5: Inside the SpaceWeek 6: Personal CollectionsWeek 7: The Artist Critique Recommended Background An interest in art is recommended, but no formal art training is required for this course. Suggested Readings Divinsky has authored an optional iBook titled “Art 10: Introduction to Visual Studies” that covers many of the ideas the course will address. Course Format Will I get a Statement of Accomplishment after completing this class?

E-learning, le nouvel eldorado 4.200 milliards de dollars soit 3.200 milliards d'euros, c'est ce que pèse dans le monde, l’éducation et la formation. Un poids économique supérieur au marché mondial du pétrole! Et ce "mammouth" s’apprête à connaître une fantastique révolution en entrant dans l’ère numérique. Voilà du moins la conclusion de l’étude que vient de publier IBIS Capital et Edxus Group. Aujourd’hui l’éducation en ligne est balbutiante. Le rapport lui prédit une croissance absolument fantastique: 1.500% en dix ans! Ce pronostic est-il réaliste? "L’éducation et l’industrie des médias suivent des voies parallèles, précise Benjamin Vedrenne-Cloquet, directeur général de Edxus Group. Quel crédit accorder à cette étude? Les groupes anglophones avantagés L’éducation et la formation en ligne pourrait donc devenir un enjeu économique majeur dans les prochaines années.

Understanding Video Games - University of Alberta About the Course Video games are a globally entrenched entertainment medium that entertains, informs and challenges us. These games are defined by, and define our modern culture. In this course, students will learn how to study games and engage in informed discussions about them. Understanding Video Games was created with the help of world renowned video game developer, BioWare Corp, located in Edmonton, Alberta. The three main parts of the course are: 1) developing the terminology that enables us to talk about video games; 2) exploring how these terms are used in theoretical frameworks to interpret games, and; 3) turning these theories toward cultural aspects of games in order to understand how the medium has impacted society. Course material is delivered in a student-friendly short-form fashion, with numerous formative feedback sections. Course Syllabus Lesson 1: Introduction Lesson 2: Play and Games Here, students will gain an appreciation for the differences between play and games. 1. 2.

Nutrition for Health Promotion and Disease Prevention Module 1: Introduction to Nutrition Science If you are what you eat, you should probably know something about how to eat! In this introductory module, you will learn about the field of nutrition science, the basics of nutrition research and some important terms that will set the stage for the remainder of the class. This module ends with a global look at meal planning guides and tools and provides you with an opportunity to determine your own individual nutrient needs. Module 2: Heart Disease Heart disease is the number one cause of death around the world. Module 3: Diabetes Globally, it is estimated that 438 million people – or roughly 8% of the world’s population – will have diabetes by 2030. Module 4: Cancer Diet and cancer are certainly linked; but the degree to which food intake impacts the development and progression of cancer is still not entirely understood. Module 5: Obesity and Weight Management Global statistics for obesity did not exist 50 years ago. Yes. Yes.

Travailler en apprenant, apprendre en travaillant À quel âge commence "la formation tout au long de la vie" ? 16 ans, 25 ans, 45 ans ? Ou plutôt dès la naissance ? Cette interprétation repose sur la croyance largement partagée qu'il y avait, jusqu'à une époque récente, un temps pour les savoirs fondamentaux (école primaire et secondaire), un temps pour les savoirs spécialisés (études supérieures), un temps pour le travail et un temps pour le repos du grand âge. 200 millions d'enfants travailleurs dans le monde Par exemple, l'organisation internationale du travail estime que plus de 200 millions d'enfants travaillent à temps plein de par le monde. Travailler pour étudier : de plus en plus nombreux Dans les pays développés, les étudiants du supérieur sont de plus en plus nombreux à travailler pour financer leurs études. Il existe très peu d'enquêtes en France sur l'impact du travail salarié sur les résultats des études. Etudier pour rester employable Ce scénario est un peu trop idéal pour être vrai, on s'en doute. Damgé, Mathilde.

Reportaje Localización de videojuegos Últimamente casi todos los videojuegos que salen en España están traducidos y/o doblados al castellano. Es la nueva moda. Un juego no vende si no está en nuestro idioma, pero… ¿Cuántos de vosotros pensáis que la calidad de las traducciones podría ser infinitamente mejor? Yo creo que la mayoría... Si quieres saber cómo se realiza este proceso y la gente que interviene en él, ¡no te pierdas este artículo! El proceso de traducir un juego al castellano se llama ‘Localización'. Antes de meternos de lleno en faena, voy a comentar algunos aspectos sobre esta, relativamente nueva tendencia. Sacar al mercado un videojuego en castellano (textos, voces y manual) es algo que no lleva realizándose demasiado tiempo, aproximadamente desde el año 1999, que es cuando ocurrió el boom de la localización en nuestro idioma. Ahora veremos cómo se lleva a cabo la localización de un videojuego y los problemas que pueden surgir durante el proceso.

Art and Inquiry: Museum Teaching Strategies For Your Classroom About the Course Intended for teachers (Grades 4-12) from all disciplines, this course will introduce ways to integrate works of art into your classroom by using inquiry-based teaching methods commonly used in museum settings. This course is designed to give teachers the tools to create meaningful object-based learning activities that can be integrated into a wide variety of curricula. We'll explore strategies that emphasize literacy, critical thinking skills and that connect across disciplines. The strategies and content that you will learn in this course parallels the proficiencies outlined in the Common Core State Standards as they relate to literacy, speaking and listening, critical thinking, analyzing informational text, and citing evidence to support arguments. Course Syllabus Week One: Introduction to Inquiry | Why Engage in Inquiry Around Art? Week Two: Close Looking and Open-Ended Inquiry Week Three: Activities as Inquiry Recommended Background Suggested Readings Course Format