[[Introduction]]
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[[Introduction]] [[Alternate Reality Games]] [[Games and Education]] [[Games - General]] [[Games - Tools and Techniques]] [[Interactive Fiction]] [[Massively Multiplayer Online Games]] [[Speaker Profiles]] [[Speaker Sites]] TextFormatting examples Create a <<newTiddler>> Add a tiddler to MainMenu foo
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Games and Education - Resources
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Online::: * Interactive Fiction FAQ: http://nickm.com/if/faq.html //The basics, including how to download and play IF. (Nick Montfort)// * The Interactive Fiction Wiki: http://ifwiki.org //Includes copious documentation of the work of the current IF community. (Nick Montfort)// * Grand Text Auto: http://grandtextauto.gatech.edu/index.php //A rich group blog, with a scope of topics that stretches well beyond IF. Several of its contributors are listed elsewhere in this reference page. (Ruben Puentedura)// * Samples of Interactive Fiction: ** Interactive Fiction Archive: http://www.ifarchive.org/ //Some of the best examples of interactive fiction are contained in this archive - the more you examine, the better equipped you'll be to create your own IF project. (Ruben Puentedura)// ** Baf's Guide to the Interactive Fiction Archive: http://wurb.com/if //An excellent interface to the IF Archive, and the way that almost everyone accesses the Archive these days. (Nick Montfort)// ** Recommended Playing List by Emily Short: http://emshort.home.mindspring.com/literacy.htm // A lengthy list of recent interactive fiction pieces, explaining some of the interesting aspects of each. (Nick Montfort)// ** Fa├žade: http://www.interactivestory.net/ //A truly unique project - probably the best example to date of interactive drama. (Ruben Puentedura)// * Tools for Creating Interactive Fiction: ** Inform: http://www.inform-fiction.org/ //While there are many toolkits for IF available, Inform is one of the best documented, and best supported via tutorials. (Ruben Puentedura)// * Contests: ** IF Comp 2005: http://ifcomp.org/ //The 11th Annual Interactive Fiction Competition is underway as of October 1. 36 games are now being played and judged by the pubic. Winners will be announced soon after the voting deadline, November 15. (Nick Montfort)// Print: * ''Twisty Little Passages: An Approach to Interactive Fiction'', by Nick Montfort: http://isbn.nu/0262134365 * ''Chris Crawford on Interactive Storytelling'', by Chris Crawford: http://isbn.nu/0321278909 //While Chris Crawford has a "my way or the highway" approach to interactive storytelling, this book is nonetheless worth reading. The software described in the book (the Erasmotron) is still under development - it'll be interesting to see the finished product. (Ruben Puentedura)//
Online: * ''Cognition & Learning in Massively Multiplayer Online Games: A Critical Approach'', by Constance A. Steinkuehler: https://mywebspace.wisc.edu/steinkuehler/web/thesis.html * Terra Nova: http://terranova.blogs.com/ //An excellent group blog on all aspects of virtual worlds, whose contributors include many of the authors referenced in this section. (Ruben Puentedura)// *Tools for MMOG Creation: ** Tiny MUSH 3: http://tinymush.sourceforge.net/ //While there are dozens of tools for text-based MMOG creation, Tiny MUSH strikes a particularly good balance between tool complexity and flexibility. (Ruben Puentedura)// ** Second Life: http://secondlife.com/ ** Aurora Neverwinter Toolset: http://nwn.bioware.com/builders/ ** Neveredit: http://neveredit.sourceforge.net/cgi-bin/moin.cgi //Second Life and Neverwinter Nights provide toolkits for developing 3D MMOG environments with a reasonably gentle learning curve. These two environments are dramatically different from each other, though - plan to spend some time examining both in detail before choosing one for your project. (Ruben Puentedura)// Print: * ''Designing Virtual Worlds'', by Richard Bartle: http://isbn.nu/0131018167 //An incredible volume - covers the range from theoretical considerations to the most practical issues encountered in the design of online virtual worlds. A must for anyone interested in the field. (Ruben Puentedura)// * ''Massively Multiplayer Game Development'', by Thor Alexander (Editor): http://isbn.nu/1584502436 * ''Massively Multiplayer Game Development 2'', by Thor Alexander (Editor): http://isbn.nu/1584503904 //While these two volumes focus on the practical aspects of game construction, many of the chapters will be of use to anyone considering the use of an MMOG for educational purposes. Particularly good at highlighting difficulties and potential pitfalls. (Ruben Puentedura)//
Online: * Alternate Reality Gaming Network: http://www.argn.com/ //If it's in any way connected to ARG, it's here. The ARGN affiliates and "argroll" provide a thorough listing of the major contributors to the genre. (Ruben Puentedura)// * Unfiction fora: http://www.unfiction.com/ //Discussions on current games, possible games, archived games. The central site of ARG play. (Bryan Alexander)// * Deaddrop: http://deaddrop.us/ //More resources. Good intros. (Bryan Alexander)// * Fortytwo Entertainment: http://www.4orty2wo.com/ //Most famous company doing ARG s. (Bryan Alexander)// * Mind Candy: http://www.mindcandydesign.com/ //Company behind Perplex City, the leading ARG at the moment. (Bryan Alexander)// Print: * ''This Is Not a Game: A Guide to Alternate Reality Gaming (2nd Digital Edition)'', by Dave Szulborski: http://isbn.nu/1411625951 //Provides a decent chronology for the evolution of the ARG genre, together with some interesting "how-tos" for designing and running an ARG. Weak on the discussion of major exemplars. (Ruben Puentedura)// * ''Beyond Reality: A Guide to Alternate Reality Gaming'', by John W. Gosney: http://isbn.nu/1592007376 //Primarily interesting for the analysis of several games - unfortunately, the last third of the book is devoted to a thoroughly unnecessary HTML and CSS tutorial. (Ruben Puentedura)// Sample game, ''Perplex City'': * Game sites: ** Perplex City homepage: http://www.perplexcity.com/ ** Perplex City Sentinel, newspaper: http://www.perplexcitysentinel.com/ ** One character's blog: http://www.thescarlettkite.com/ *Player sites: ** Unfiction discussion: http://forums.unfiction.com/forums/index.php?c=18&sid=99824cf096865708b741e764c370503b . ** Updates blog: http://blog.unfiction.com/perplexcity/ //A sample ARG - game and player sites. (Bryan Alexander)//
Bryan Alexander: http://infocult.typepad.com/infocult/ Nick Montfort: http://nickm.com/ Marc Prensky: http://www.marcprensky.com/ Ruben R. Puentedura: http://www.hippasus.com Constance A. Steinkuehler: https://mywebspace.wisc.edu/steinkuehler/web/index.html
This page merges a set of resources from a half-day seminar (http://hippasus.com/resources/gameseducation/) offered at the 2005 NMC Summer Conference (http://www.nmc.org/events/2005summerconf/index.shtml) with resources provided by panelists participating in ''A Dialog on Gaming and its Potential'' (http://www.hippasus.com/resources/gamespanel/) at the 2005 NMC New England Regional Conference (http://www.nmc.org/events/2005fallregional/index.shtml). It is important to note that this listing is ''not'' meant to be comprehensive - rather, resources were selected with an eye to their immediate use by educators interested in adding games to their practice. With the exception of those materials authored by the panelists, all the resources are followed by a brief commentary explaining why they were included. We hope these materials will be of use to you - enjoy!
Online: * Digital Games Research Association: http://www.digra.org/ * Game Studies: http://www.gamestudies.org/ //These two sites are an excellent source of scholarly articles on a broad range of topics related to the subject of gaming. (Ruben Puentedura)// * Game Spot Presents: ** The History of Video Games: http://www.gamespot.com/gamespot/features/video/hov/ ** 15 Most Influential Video Games of All Time: http://www.gamespot.com/gamespot/features/video/15influential/index.html ** The Greatest Games of All Time: http://www.gamespot.com/gamespot/features/all/greatestgames/ //While the Game Spot articles will not win any awards for writing quality, they contain a wealth of information on the history and evolution of video games. Particularly essential for newcomers to the field. (Ruben Puentedura)// * Sources for Classical Games: ** Classic Gaming: http://www.classicgaming.com/ //An excellent source of information on arcade and console video games, as well as emulators for both. (Ruben Puentedura)// ** Home of the Underdogs: http://www.the-underdogs.org/index.php //A goldmine: this is where you can find computer games of historical interest, long after they have disappeared from retailer shelves. (Ruben Puentedura)// Print: * ''Rules of Play: Game Design Fundamentals'', by Katie Salen and Eric Zimmerman: http://isbn.nu/0262240459 //This book is less concerned with video games, and more with the general theory of play and games. An outstanding volume - probably the best current overview of the field. (Ruben Puentedura)// * ''Theory of Fun for Game Design'', by Raph Koster: http://isbn.nu/1932111972 //Koster's volume suffers from being a bit too brief for its intended topic, but contains some interesting insights nonetheless. A fun, quick read. (Ruben Puentedura)// * ''First Person: New Media as Story, Performance, and Game'', by Noah Wardrip - Fruin (Editor) and Pat Harrigan (Editor): http://isbn.nu/0262232324 * ''The Video Game Theory Reader'', by Mark J. P. Wolf (Editor), Bernard Perron (Editor): http://isbn.nu/0415965799 //These two volumes encompass a broad range of - mostly scholarly - perspectives on topics related to the theory of new media and video games. Worth reading to see viewpoints collide, and harvest insights from the collisions. (Ruben Puentedura)// * ''Chris Crawford on Game Design'', by Chris Crawford: http://isbn.nu/0131460994 //Like all of Chris Crawford's writing, the essays here are quirky, frequently crotchety - and packed with insights of value to any budding game designer. (Ruben Puentedura)//
Online: * Pygame: http://www.pygame.org/news.html //Probably the "friendliest" environment to write a game from scratch across a range of genres. (Ruben Puentedura)// * Netlogo: http://ccl.northwestern.edu/netlogo/ * breve: http://www.spiderland.org/breve/ //Games - and gamelike simulations - that involve large numbers of autonomous agents present particular challenges. These two environments are powerful enough to handle most scenarios of interest, yet simple enough for beginners to learn. (Ruben Puentedura)// Print: * ''Physics for Game Developers'', by David M. Bourg: http://isbn.nu/0596000065 * ''AI for Game Developers'', by David M. Bourg and Glenn Seemann: http://isbn.nu/0596005555 //While these two volumes will not substitute for a more in-depth presentation of their respective topics, they nonetheless manage to cover a surprising amount of ground. (Ruben Puentedura)// * ''Vehicles: Experiments in Synthetic Psychology'', by Valentino Braitenberg: http://isbn.nu/0262521121 //Braitenberg probably did not intend his book to serve as an introduction to topics in basic AI for game programmers - but it works well in that capacity nonetheless. (Ruben Puentedura)//
Online: * The Education Arcade: http://www.educationarcade.org/ * Serious Games Initiative: http://www.seriousgames.org/ * North American Simulation and Gaming Association: http://www.nasaga.org/ //These three associations provide, via conference and resource archives, a wealth of information on the topic of education and "serious gaming". (Ruben Puentedura)// * Water Cooler Games: http://www.watercoolergames.org/ //A blog on non-entertainment games, co-authored by Ian Bogost and Gonzalo Frasca. (Ruben Puentedura)// * Social Impact Games: http://www.socialimpactgames.com/index.php //Useful as a listing of examples for "serious games" - some good, some less so. (Ruben Puentedura)// Print: * ''Digital Game - Based Learning'', by Marc Prensky: http://isbn.nu/0071363440 * ''What Video Games Have to Teach Us About Learning and Literacy'', by James Paul Gee: http://isbn.nu/1403965382 //Gee's book is valuable for its insights into the connection between gaming and good pedagogy (summarized in 36 "learning principles"), as well as for its anthropological observations. A touch "jargony" at times, but the effort is well worth it. (Ruben Puentedura)//
''Bryan Alexander'' is Director for Emerging Technologies at the National Institute for Technology and Liberal Education, and works from the Center for Educational Technology at Middlebury College, where he researches and develops programs on the advanced uses of information technology in liberal arts colleges. A Ph.D. graduate of the University of Michigan, he taught English and information technology studies as faculty at Centenary College of Louisiana. His primary research interests concern mobile and wireless computing, digital gaming, and social software. Other interests include digital writing, copyright and intellectual property, information literacy, project management, information design, and interdisciplinary collaboration. He maintains and contributes to a series of weblogs, including NITLE Tech News (http://www.nitle.org/tech_news.php) and Smartmobs (http://www.smartmobs.com/), when not creating digital learning objects (like Gormenghast: http://www.centenary.edu/~balexand/gormenghast). Committed to exploring computer-mediated pedagogy, he continues to research and write on the critical uses of computers and teaching in terms of interdisciplinary liberal arts and the contemporary development of cyberculture. ''Nick Montfort'' currently is a Ph.D. student in computer and information science at the University of Pennsylvania. He is also an author, critic, and theorist of new media. Interactive fiction, electronic literature, and video games are some of his main interests in creative computing. His books include //Twisty Little Passages: An Approach to Interactive Fiction// and //The New Media Reader// (which he co-edited), both from MIT Press in 2003. ''Marc Prensky'' is an internationally acclaimed speaker, writer, consultant, and game designer in the critical areas of education and learning. He is the author of //Digital Game - Based Learning// (Mc Graw - Hill, 2001), and the upcoming //Don't Bother Me Mom - I'm Learning// (Paragon House, 2006). Marc is the founder and CEO of Games2train, whose clients include IBM, Bank of America, Microsoft, Pfizer, the U.S. Department of Defense and the LA and Florida Virtual Schools. He is the creator of the sites http://www.gamesparentsteachers.com/ and http://www.socialimpactgames.com/. Marc has created over 50 software games for learning, including the world's first fast-action videogame-based training tools. He holds a Master's in Teaching from Yale and an MBA from Harvard. He has taught at all levels, been featured in The NY Times and The Wall Street Journal, appeared on CNN, MSNBC, PBS, and the BBC, and was named as one of training's top 10 "visionaries" by Training magazine. For Marc's Products, see http://www.games2train.com/. For Marc's writings, see http://www.marcprensky.com/writing/default.asp. ''Ruben R. Puentedura'' is the Founder and President of Hippasus, an educational consulting firm focusing on transformative applications of information technologies to education. Current projects include developing and implementing conceptually rich seminars on new pedagogical practices for K-12 teachers, higher education faculty, and administrators, and providing expertise on social software design and use to startup companies. Dr. Puentedura also maintains a number of active research projects, ranging from complex systems theory, through new approaches for visualization in the sciences, to social network theory and interface design for social software spaces. He has worked on the integration of technology and art, collaborating with Cathy Weis and other artists on the Live Internet Performance Structure (LIPS) project. A Ph.D. graduate of Harvard University, Dr. Puentedura was a member of the Bennington College science faculty for twelve years, and the Director of the College's New Media Center prior to founding Hippasus. ''Constance A. Steinkuehler'' is an Assistant Professor in the Educational Communication & Technology program in the Curriculum & Instruction department at the University of Wisconsin - Madison. After researching and developing online learning environments designed specifically for learning for five years, she shifted her focus toward the documentation and analysis of more naturally occurring online learning environments, specifically those designed for play (MMOG s). Her dissertation in the Literacy Studies program, completed in August of 2005, was a two-year online cognitive ethnography of the game Lineage (first I, now II), focusing specifically on the forms of cognition, learning, and literacy recruited from those who game. She earned her Ph.D. in Curriculum & Instruction at the University of Wisconsin - Madison in 2005, her MS degree in Educational Psychology at University of Wisconsin in 2000 and before that, three simultaneous BA s in 1993 at the University of Missouri - Columbia in Mathematics, English, and Religious Studies. She teaches Research in Online Virtual Worlds; Games, Learning, & Society; and Critical Instructional Practices on the Internet. She was an associate lecturer in Educational Psychology, a Spencer fellow, and writes online for Joystick101.org (http://www.joystick101.org/) and Terra Nova (http://terranova.blogs.com/). Current interests include the ways in which online play spaces align (or fail to align) with practices valued outside the game, rethinking notions of what it means to be "literate" in a globally networked online world, youth culture, and issues of gender and identity. She has been a siege princess, a mon calamari dancer, a human priest herbal/alchemist with a penchant for flowers in dangerous places, Wu the Lotus Blossom with a best friend named Dawn Star, a pudgy spaceman who orders around many small vegetable-ish creatures, a pink Master Chief, the misunderstood hero of the story, the last chance at world salvation destined to save the world (and the princess), god, and the master of a very big big ball.
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