News

User Registration Suspended until further notice

Due to unwanted spam, open registration for the site will be suspended until further notice. Larry Vernon and the electronic services team at AECT is currently working on a way to port AECT membership to various divisional sites (including IGFORUM).

Should you need to post something on the IGFORUM, please contact the Communication Officer of the Multimedia Production Division.

Thanks.

Administrator

Games, Simulation, SecondLife Sessions at AECT 2007

AECT 2007 will begin soon, and I am really excited to be able to meet with old friends and meet new ones!

Here is a list of presentations and workshops that I have put together for you. You should find these sessions, workshop and symposium interesting because they are about games, simulation & Second Life. The attached MSWord file is formatted in such a way to make it easy for you to print out and take it with you to Anaheim.

You should notice a new trend in this year’s sessions: SecondLife. Many of AECT’s board members and Presidents have been sighted in SL. Perhaps you already know that AECT has a SecondLife presence? (Session 32-RB will tell you more).

You will also find more about modifying game content (commonly known as Game Modding) in this year’s Gaming Symposium.

World within a World

Oblivion has a very interest quest where you entered a painting to help a lady look for her missing husband. The husband, a painter, has a special “TruePaint paint brush” that allows him to enter the canvas to paint life size images, hence his painting are very life-like and detailed. (The following screenshot is taken within that painted world, hence the sky looked like a oil painting.)

I find the (virtual) world in a (virtual) world idea to be a very intriguing. Imagine the virtual world as alternate areas of learning (groups of learning objects/subjects/classrooms), and users are allowed access to these worlds via some kind of metaphoric portals in the game world. (Neverwinter Night allows for some of that: players may step from one persistent game world (server) to another by way of a in game magic portal.)

Back to our painting. Imagine you are walking around in a museum (game world), and you see a painting which depict a medieval room. Who do you want to meet when you step through it? What about a picture of Star Trek? Is this the perfect holodeck or what?!

RPG for teaching Math and English

PCGamer has a very small write-up entitled: “Learning Quest -Instructor Uses Popular RPG to Teach Math, English.”

Gavin Smith of West Nottinghamshire College (England) has created a Neverwinter Night mod for teaching of Math and English for post-16 students. The mod has been officially endorsed as a teaching tool, and the effect it has on the students has been described as “a minor miracle.”

Net generation challenges learning providers - with tulips

Practitioners and researchers will gather in Leiden, the Netherlands, on 6 and 7 April to examine the challenge of the so-called ‘Net generation’, technology for lifelong learning, and the promise (or pitfalls) of digital games in education.

Quote:
(PRWEB) March 5, 2006 — April brings the tulips to Leiden (and Amsterdam) and turns educators’ thoughts to a new generation of students.

Participants from the UK, Netherlands, Ireland and Scandinavia will be sharing tips on how to cope with the ‘Net generation’, and tools and games now in use to enhance learning, in the heart of the tulip region at the beautiful Leiden Universiity on 6 and 7 April 2006. A variety of presenters and facilitators from five countries will do their best to rival the colours of the Dutch spring blooms.

The conference on Thursday will focus on three themes:
- Tools for lifelong learning: identity, movement and standards;
- Emerging technologies and the ‘Net generation’; and
- Digital games: play and simulation.

Keynote speaker
- Professor Robert-Jan Simons, of Utrecht On University, will explore the theme of ‘Are our students changing and what does that mean for ICT in education?’
- Professor Angela MacFarlane, University of Bristol, will examine the case for digital games in her keynote, ‘Alone together; community learning and digital games’.

They will be joined by educational experts from five countries, who will lead discussion on the three themes. A wiki has been set up to support discussion of the themes at http://altspring.jot.com/WikiHome

On Friday 7 April a smaller group of researchers will focus on the production of a white paper, to be distributed later in the summer.

Places are limited for this popular seminar. Bookings for both days close on 23 March - go to http://www.alt.ac.uk/conferences.php

The Spring Conference is supported by SURF in the Netherlands and ILTA in Ireland. For more information about the Association for Learning Technology go to http://www.alt.ac.uk

GLS conference (Call for paper)

Games, Learning, and Society 2.0 (June 15-16, 2006)

The second annual Games, Learning & Society (GLS) Conference will be held June 15-16, 2006 in Madison, WI. The GLS Conference fosters substantive discussion and collaboration among academics, designers, and educators interested in how video game technologies – commercial games and others – can enhance learning, culture, and education. Speakers, discussion groups, interactive workshops, and exhibits will focus on game design, game culture, and games’ potential for learning.

We invite creative and interactive proposals for presentations, discussions, symposia, workshops, debates, respondents, and exhibits on topics and issues related to conference themes. The deadline for submission has been extended to March 3, 2006. To continue providing a high-quality program, all submissions will go through peer review and be evaluated with respect to quality, originality, clarity, and relevance to conference themes. Please visit our website for detailed submission information.

From "Web 3.0" by Jeffrey Zeldman

From http://www.alistapart.com/articles/web3point0

Quote:
Some small teams of sharp people—people who once, perhaps, worked for those with dimmer visions—are now following their own muses and designing smart web applications. Products like Flickr and Basecamp are fun and well-made and easy to use. That may not sound like much. But ours is a medium in which, more often than not, big teams have slowly and expensively labored to produce overly complex web applications whose usability was near nil on behalf of clients with at best vague goals. The realization that small, self-directed teams powered by Pareto’s Principle can quickly create sleeker stuff that works better is not merely bracing but dynamic.

As 100 garage bands sprang from every Velvet Underground record sold, so the realization that one small team can make good prompts 100 others to try. The best and most famous of these new web products (i.e. the two I just mentioned) foster community and collaboration, offering new or improved modes of personal and business interaction. By virtue of their virtues, they own their categories, which is good for the creators, because they get paid.

It is also good for our industry, because the prospect of wealth inspires smart developers who once passively took orders to start thinking about usability and design, and to try to solve problems in a niche they can own. In so doing, some of them may create jobs and wealth. And even where the payday is smaller, these developers can raise the design and usability bar.

This is good for everyone. If consumers can choose better applications that cost less or are free, then the web works better, and clients are more likely to request good (usable, well-designed) work instead of the usual schlock.

So You Wanna Learn How to Podcast

A new ebook on podcasting is for sale online. $17.97 will get you this tome. The author is Stephan Fassmann, who is the iPod Garage Engineer, a columnist for iPodGarage.com.

You can get the first chapter to peruse via filling out an online form.

Link: So You Wanna Learn How to Podcast.

So you want to become a podcaster How to Make a Podcast

Table of Contents

  1. Chapter One: Getting Started
  2. Chapter Two: Setting Up A Studio
  3. Chapter Three: Recording Using Garageband
  4. Chapter Four: Recording Using Audacity
  5. Chapter Five: Creating a Theme song using Garageband
  6. Chapter Six: Creating a Theme song with ACID
  7. Chapter Seven: Publishing Your Podcast
  8. Chapter Eight: How To Get The Word Out
  9. Chapter Nine: Interviewing People for Your Podcast
  10. Chapter Ten: That’s a Wrap
  11. Appendix: How To Listen to Podcasts

Educational Weblogs

A Podcast Package to Make the World Your Stage, or Not

The Podcast Factory kit from M-Audio includes everything a podcaster needs to make professional-sounding productions.

[url=http://www.nytimes.com/pages/technology/circuits/index.html?partner=rssnyt]NYT > Circuits/url]

How and Why People Use Camera Phones

This paper presents an in-depth study into how people use their camera phones. Using a combined method of interviews and grounded discussions around a sample of actual photos, the study examined people’s intentions at the time of capture and subsequent patterns of use. The result is a 6-part taxonomy describing the way images are used both for sharing and personal use, and for affective and functional use. The implications of these findings for future products and services are discussed.

ITPapers.com - Recent Multimedia White Papers

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