Persuasive Games - Our Games Green the Building Manage a portfolio of buildings with sustainable design and upkeep. Colorfall A puzzle game promoting cognitive health and physical activity. Windfall A strategy game about building wind farms to create clean energy profitably. Killer Flu A game about seasonal and pandemic flus, how they mutate, and how they are spread. Debt Ski A game about savings, debt, and its consequences. Jetset: A Game for Airports A mobile game for the frazzled globetrotter in all of us. CNN Campaign Rush Can you take the hectic pace inside a campaign office? CNN Planet in Peril: Animal Rescue Save as many rare creatures from captivity as possible in a limited time. Fatworld A game about the politics of nutrition Points of Entry Compete to award Green Cards under the Merit-Based Evaluation System as it was debated in Congress. Presidential Pong Trade simulated debate barbs in this jovial game about the top 2008 Presidential hopefuls. Food Import Folly The Arcade Wire: Xtreme Xmas Shopping The Arcade Wire: Oil God
Game in Society Animated interactive of the history of the Atlantic slave trade. Source: slavevoyages.org For the full interactive version, use a larger device. Interactive by Andrew Kahn. Background image by Tim Jones. Usually, when we say “American slavery” or the “American slave trade,” we mean the American colonies or, later, the United States. This interactive, designed and built by Slate’s Andrew Kahn, gives you a sense of the scale of the trans-Atlantic slave trade across time, as well as the flow of transport and eventual destinations. History of American Slavery, Ep 2: The Atlantic slave trade during its heyday and the remarkable life of Olaudah Equiano. There are a few trends worth noting. In the 1700s, however, Spanish transport diminishes and is replaced (and exceeded) by British, French, Dutch, and—by the end of the century—American activity. In the final decades of the trans-Atlantic slave trade, Portugal reclaims its status as the leading slavers, sending 1.3 million people to the Western Hemisphere, and mostly to Brazil.
Political Typology Quiz Are you a Core Conservative? A Solid Liberal? Or somewhere in between? Take our quiz to find out which one of our Political Typology groups is your best match compared with a nationally representative survey of more than 5,000 U.S. adults by Pew Research Center.You may find some of these questions are difficult to answer. For example, you may partly agree with both statements, or feel that neither quite describes your view. Want to see how your classroom or community compares to the general public? DemocratRepublicanIndependent The 10 Commandments of Visual Communication Visuals are everywhere. Since the last decade, the art of visual communication has boomed by leaps and bounds and is, to the date, on a marked rise. Today, one cannot imagine the internet without all the GIFs, infographics, and memes floating it. With visual data on the rise and most of us being immensely fond of it, everyone now seems to be creating their own versions of it. Turns out, it has brought out the designer in all of us! It outlines the various different aspects of visual communication and sums them all up to perform as a complete guide to the art of designing. Let us know how you like it! PS: Also snoop into our prequels to this infographic, “The 10 Commandments of Typography”, “The 10 Commandments of Color Theory” and “The 10 Commandments of Logo Design”. Embed in your site:
A Parents Guide to Video Games - Classification - IGEA Jul 1, 2009 Computer games, whether they are locally made or come from overseas, have to be classified before they can be sold, hired or demonstrated in Australia. The Classification Board classifies films, computer games, and publications and some internet content. Consumer Advice (content descriptors) The Classification Board also adds consumer advice to indicate the type of content in a game. For example a game classified M – Moderate Coarse Language will include language of a moderate impact that requires an M classification; but it may also include violence that could be accommodated at a lower classification such as PG, even if the violence is not mentioned in the consumer advice. The classifcations currently used for video games in Australia are as follows: General (G): The content is very mild. Parental Guidance (PG): The content is mild. Mature (M): The content is moderate in impact. Top of page The classifications below are legally restricted: Mature (MA 15+): The content is strong.
Stratégies de l'immatériel Xavier Desmaison Après avoir été responsable du "business development" dans une start-up Internet puis chez Yahoo! France, Xavier Desmaison a été analyste financier chez CAI Cheuvreux à Londres. Il a ensuite exercé des missions de stratégie et de veille chez Arcelor et auprès du directoire de la Caisse Nationale des Caisses d'Épargne avant de fonder et codiriger un cabinet de conseil dédié à l’analyse d’opinion sur internet et à la stratégie digitale. Emmanuel Capelle Après une expérience en tant qu'assistant parlementaire du député-maire Frédéric Cuvillier, Emmanuel Capelle a suivi un master en sécurité, gestion des risques et intelligence économique.
The War in Vietnam: 50 Years Later – Amit Shah The following introduction was developed by Amit Shah, Managing Director of Green Comma, as a prologue to the chronological middle and high school text by Tom Barber. Tom is a veteran in education publishing and has been the publisher and editorial director for social studies at the nation’s leading US textbook publishing companies. The material is being offered, free, as a teaching and discussion resource in middle, high school, and freshman college classrooms. WE REQUEST THAT CREDIT IS CITED FOR ANY REUSE. All opinions are the writers‘ own. Attribution-Noncommercial CC BY-NC This license lets others remix, tweak, and build upon your work non-commercially, and although their new works must also acknowledge you and be non-commercial, they don’t have to license their derivative works on the same terms. In August 1967, Guy Ulinskas, age 23, was drafted by the US Army but elected to join the air force to stall or avoid going to Vietnam. 2017 is the 50th anniversary. “That was the reality.
Participatory Citizen or Slacker—Which One Will You Be? Anticipatory Set:Ask students to think of popular songs often heard on the radio. List these song titles together. Ask students to select one song they are familiar with and have them sing it silently to themselves. When they have finished, ask them to write down the main message of the song in two or three lines on a piece of paper large enough that others can read it from their seat when it is posted on the wall (e.g., “White America” by Eminem – Being racist, sexist and homophobic is okay if it sells records. Kids like what I say because that's what our “white” country is all about.) When students have finished, ask them to post these on the wall at eye-level height. The Collection
Helpful tips for parents about video games Check the rating. Checking for a game's ESRB rating - on game packages or online - is a great place to start in terms of gauging its age-appropriateness. If you want more info, many of the games rated by ESRB also have rating summaries that describe in detail exactly what type of content a parent would want to know about, along with specific examples. You can even access them from the store using ESRB's free mobile app. Jeu vidéo - Article - Les serious games, un objet en construction Le coût de réalisation d’un serious game est estimé entre 30 000 et 1 millions d’euros, avec une moyenne aux alentours de 200 000 à 500 000 euros, soit un coût entre cinq et dix fois inférieurs à la production de blockbusters vidéo-ludiques, alors que le public et le modèle de financement sont très différents. En effet, la diffusion gratuite pour le grand public implique que les coûts soient supportés en amont, et donc intégrés dans des lignes budgétaires, soit en communication et publicité, soit en formation. Par rapport au e-learning, il est difficile d’évaluer si le serious game est plus intéressant que les solutions classiques, parce que la durée de formation avec un jeu vidéo dépend de la durée de vie du jeu et les coûts de formation e-learning sont variables. Ainsi, les grands comptes ayant une masse de salariés à former importante apparaissent comme les clients privilégiés. Figure 5- Thématiques des projets de serious game en France, DGCIS 2009.