Written by John Moravec on Thursday, February 21, 2008 at 12:00
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17 projects will receive up to $238,000 in funding as part of the first ever Digital Media and Learning Competition funded by the John D. and Catherine T. MacArthur Foundation and administered by HASTAC (the Humanities, Arts, Science and Technology Advanced Collaboratory). While my proposal wasn’t among the less than 2% of submissions awarded funding, all of the winning projects look awesome:
- Always with You: Experiment in Hand-held Philanthropy: The Always With You network will connect young African social entrepreneurs with young North American professionals. Using mobile phone technology, which is now widespread, this network will facilitate both micro-funding and the exchange of professional advice to projects in Africa that promote public benefit.
- Black Cloud: Environmental Studies Gaming: Black Cloud is an environmental studies game that mixes the physical with the virtual to engage high school students in Los Angeles and Cairo, Egypt.
- Critical Commons: Critical Commons is a blogging, social networking and tagging platform specially designed to promote the “fair use” of copyrighted material in support of learning.
- FollowTheMoney.org: Networking Civic Engagement: FollowTheMoney.org: Networking Civic Engagement, a project of the Institute on Money in State Politics, is an online interactive site and users’ guide that supports civics research by young people and promotes their understanding of — and engagement with — electoral politics and legislative activities.
- Fractor: Act on Facts: Fractor is a web application that matches news stories with opportunities for social activism and community service.
- HyperCities: Based on digital models of real cities, “HyperCities” is a web-based learning platform that connects geographical locations with stories of the people who live there and those who have lived there in the past.
- Let the Games Begin: A 101 Workshop for Social Issue Game: The Let the Games Begin workshop is a soup-to-nuts tutorial on the fundamentals of social issue games.
- Mobile and Immersive Learning for Literacy in Emerging Economies (MILLEE): Mobile and Immersive Learning for Literacy in Emerging Economies, a project to be conducted in rural India, promotes literacy through language-learning games on mobile phones: the “PCs of the developing world.”
- Mobile Musical Networks: Mobile Musical Networks will build an expressive mobile musical laboratory for exploring new ways of making music with laptops and local-area-networks.
- Networking Grassroots Knowledge Globally: Networking Grassroots Knowledge Globally, a project of the Global Fund for Children, is a new community and “information commons” that will include blogs, video clips, sound slides, podcasts, and photographs to help share innovative practices for helping marginalized and vulnerable children.
- Ohmwork: Networking Homebrew Science: Ohmwork is a new social network and podcast site where young people can become inventive and passionate about science by sharing their do-it-yourself (DIY) science projects.
- Self-Advocacy Online: Self-Advocacy Online is an educational and networking website for teens and adults with intellectual and cognitive disabilities, targeted at those who participate in organized self-advocacy groups.
- Social Media Virtual Classroom: The Social Media Virtual Classroom will develop an online community for teachers and students to collaborate and contribute ideas for teaching and learning about the psychological, interpersonal, and social issues related to participatory media.
- Sustainable South Bronx Fab Lab: The Sustainable South Bronx Fab Lab project is a laboratory that allows people to turn digital models into real world constructions of plastic, metal, wood and more.
- Virtual Conflict Resolution: Turning Swords to Ploughshares: Virtual Conflict Resolution is a digital humanitarian assistance game that creates a learning environment for young people studying public policy and international relations.
- The Virtual World Educators Network: The Virtual World Educators Network will be developed to serve as an online hub to promote the use of virtual worlds as rich learning environments.
- YouthActionNet Marketplace: The YouthActionNet Marketplace is a dynamic digital networking platform for young leaders to engage in social entrepreneurship and address critical social problems.
How can we fund more of these projects?
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Category: Innovation
Tags: change, competition, design, games, ICT, knowledge, learning, research, social networking, students, teaching
Written by Jayson Richardson on Monday, October 29, 2007 at 20:15
While doing research with Dr. Edward Brantmeier, I ran across this interesting information from Cole and Crawford (2007) in an article called “Building peace through information and communication technologies.” The table below details some of the authors’ main points.
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Ways of Promoting Peace and Reconciliation through ICTs
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Examples of ICTs
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Provide information
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- Internet connectivity
- Mobile phones and personal data assistants (PDAs)
- Geographic information systems (GIS
- Satellite imagery
- Listservs and forums
- Radio
- Chat
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Help people process information
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- Websites and portals
- Data visualization tools
- Online dispute resolution tools
- Virtual command centers
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Improve decision making
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- Games and simulations
- Online dispute resolution tools
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Reduce scarcity
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- Mobile phones
- Handheld portable devices
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Support relationships
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- Social networking tools
- Online collaboration tools
- Mobile phones
- Virtual reality
- Telecentres
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Help people understand each other
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- Translation software
- Blogs
- Social networking tools
- Multimedia
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Category: Articles, Contributors, General, Guest Blogger
Tags: games, ICT, peace, simulations, social networking, technologies
Written by John Moravec on Saturday, October 13, 2007 at 10:18

SimCity Societies, the latest release in the SimCity franchise, is due for release on November 13. The game integrates a social and cultural modeling component. Characteristics of each user-run SimCity is determined by the user through development of six social, cultural, and economic factors: productivity, prosperity, creativity, spirituality, authority, and knowledge.
From EA:
Featuring an all-new, revolutionary feature set, SimCity Societies allows you to create your own kinds of cities and shape their cultures and environments. Make your cities green or polluted, contemporary or futuristic, rural or urban. Create an artistic society or a police state, an industrial city or a spiritual community—or any society you want!
Jamais Cascio notes that the game is finding real world applications, including climate education –from an unlikely source:
British Petroleum initially approached EA Games about a specialized version of SimCity that dealt with energy and global warming; rather than undertake a one-off project, EA agreed to partner up with BP to integrate these ideas into SimCity Societies. While this has elements of crass product placement — all of the gas stations in your city are BP, for example — it also suggest an intriguing opportunity to look at not just how energy and environment affect economic results, but how they change social behaviors, too.
Also read Dan DiPasquo’s commentary on the role of energy companies in games…
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Category: Games in Education
Tags: corporations, culture, games, society
Written by John Moravec on Friday, September 28, 2007 at 6:00
Education Futures contributor Brock Dubbels was interviewed in the National Education Association’s October 2007 issue of NEA Today on the use of games in the classroom. Make sure to read the article, and bookmark Brock’s list of video game resources for educators!
Also, click here to read Education Futures posts by Brock on games in the classroom.
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Category: Articles
Tags: classroom, games, interview
Written by Brock Dubbels on Wednesday, August 22, 2007 at 16:02
One of the big ideas from 6.0 was that kids are not naturally good at complex games. They often have the time, resources, but they do not always have the guidance of a mentor. Many kids are playing games designed by adults for adults. This is good and bad. Good in that the adult games have some complex problems and require some really deep thinking; bad in that they may just be provocative on their content without having very good game play. The point is, kids learn through play and our games are often cultural tools to transfer knowledge, develop skills, and get them ready to become adults. What we try to do as educators is pretty much the same. So why have we stepped away from using games?
(Read more …)
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Category: Accelerating Change, Games in Education, General, Innovation, Innovative Thinkers, Technology
Tags: change, classroom, creativity, culture, design, development, education, futures, games, instruction, knowledge, learning, mechanics, play, students, systems, thought, time
Written by Brock Dubbels on Monday, August 20, 2007 at 20:47
Do kids just naturally get it? Are they just good at games, computers, phones, and all things digital?
My experience and common sense says no, although I wish it were a general truth.
Do kids need to learn about games in school?
Yes, if we want to guide them in optimal usage, and maybe learn something from them.
This post looks at formal and informal learning and begins to make connections between what is done in school: formal learning and what is done out of school: informal. The importance of this inquiry is to look at how we can recruit these informal processes to create leverage and development in formal learning situations. What is generally true for informal learning is that the learners are learning spontaneously and then moving to the next experience. This spontaneous learning is often thought to be tacit, or below the conscious awareness. One may be able to do a thing, but may not be able to describe the process they created, much less know a name for it. Conversely, in classroom, or formal learning experiences, we hope that students are being guided through learning experiences with structured reflection to give the process and elements of the process a formal name: like reading is a process.
There are four pieces to this post:
- Are the kids just born with gaming skills?
- Should we teach with them? Games as embodied informal models of scientific reasoning and the role of play.
- Why we should recruit culturally relevant knowledge like games and other out of school experiences?
- What happens when we honor the culture, language, and experience outside of the classroom by bringing it into the classroom to connect with formal academic culture, language, and experience?
(Read more …)
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Category: General
Tags: change, classroom, games, ICT, knowledge, learning, students, technologies, theory, videogames
Written by Brock Dubbels on Saturday, August 18, 2007 at 16:52
What was presented yesterday is how to embody and teach a lesson on Voice.
Trying to teach voice sounds pretty boring, especially when you tell them excitedly in your teacher nerd-talk that “you’ll like it, it’s fun! We’ll look at poetry and other fiction and examine tone, emphasis, word choice, syntax, volume, and all the things that make a great reading. Just think, diction is slang! We’ll study that too!”
Booooooorrrriing.
If they don’t heckle me for saying something like that, they should.
Now what happens when we embody that lesson in something that it is kind of fun and exciting?
Let’s try another voice:
How about cutting some tracks on garage band? You are going to do the voice on the song. Then we’ll put some music and a beat behind it.
What are you going to call your act? Are you going to be yourself, or make a character? What is their sound?
What are you going to rap about? How about this? Or maybe you can try rapping some one else’s words.
Well, we better think of a logo and begin to think about how we are going to promote you. Who do you like?
Okay, let’s think about doing a video, the cover art, and do some press kits and take some glam shots.
You are going to take on a couple of roles: the talent, the publicist, designer, the manager, the producer.
Will you want to do a clothing line?
So what happens when we try out a high interest activity?
How about engaging the imagination to make something real?
(Read more …)
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Category: Guest Blogger
Tags: classroom, creativity, culture, design, games, ICT, social networking, students, teaching
Written by Brock Dubbels on Monday, July 30, 2007 at 13:45
Twenty years ago, playing games over a distance might have meant that you played turn-taking games like chess over email, and you were cutting edge. I remember people playing chess through snail mail! You would make your move and wait for a reply.
What is happening now is taking place in real-time in virtual environments that are interactive and look better than many films. Decisions, actions, and communications happen like they would in a face-to-face conversation, but they are done through a proxy, that is first and second-person perspectives with an avatar: a graphical representation of yourself in the game space.

Here is my avatar in Second Life.
He is a mix of Yoda, Pei Mei, Zatoichi, Master Po, and Real Ultimate Power. I would have liked to have made him old, but this is only possible if you learn to use some tools outside of the game to create more specialized characters. There are many who do this custom avatar creation, and the cool thing is that you could make your avatar something other than a person. Maybe a virus or a mailbox.
In fact, many people are already creating a comfortable living creating products for in game use. If you have not seen it yet, there are already success stories of people capitalizing on the new economies that virtual worlds have created.

In this Business Week article, one school teacher in Germany has made substantial gains flipping virtual property!
Imagine that you have the tools and access to build in these environments. In Second Life you do. You can visit models of the Sistine Chapel, Yankee Stadium, or even visit government agencies like the Center for Disease Control. You can build what you like on your virtual land.
What make this kind of play appealing is the ability to play and communicate when you want, and the possibility of meeting people from all over the planet. The prospect of building models and interacting in this environments should be very appealing to educators. This is an extension of the diorama. (Tomorrow I will talk about a project using these ideas in the classroom).
(Read more …)
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Category: Guest Blogger
Tags: blog, brockdubbels, change, classroom, convergence, education, evolution, futures, games, ICT, India, Innovation, learning, Minneapolis, online, open source, presentation, research, resources, Second Life, simulations, students, teaching, technologies, University of Minnesota, USA, video, videogames, Wikipedia
Written by Brock Dubbels on Sunday, July 29, 2007 at 10:44
To do is to be
To be is to do
So Do We?
It is just good teaching
Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn.
Piaget talked about roles as assimilation. You try on the role and see what part of the character is you.
Gibson talked about environment and context, with affordances and constraints. What the world gives you for advice, warning, limitation, and opportunity.
These ideas are present in embodiment and how we might contextualize our curriculum as an activity system.
One of the big lessons from games is design. Good learning is by design. A teacher, like a game designer creates the environment where we learn.
(Read more …)
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Category: Guest Blogger
Tags: Books, classroom, design, education, Firefox, games, Google, ICT, Innovation, knowledge, learning, Minneapolis, outcomes, research, resources, students, teaching, theory, USA, videogames, Wikipedia
Written by Brock Dubbels on Saturday, July 28, 2007 at 10:31
Video Games in the Classroom?
I am a gamer. I am also a teacher for the Minneapolis Public Schools, and have been working with students on issues of Language Arts, Reading, and Video Games. I also offer a class called “Video games as learning tools.” This course is for teachers and people who are interested in games and education.
You are probably asking yourself, “Do these things go together?”
Isn’t that like drinking paint thinner to become a physicist?
There is a general buzz that video games are causes for illiteracy and bad behavior. And I am hoping that I can shed some light on this, because the idea that games are the root of our problems couldn’t be further from my experience teaching reading and writing. In fact, using video games is what helped me to engage and extend the learning of my students in middle school and high school, and to connect my classroom with my students’ lives outside of the classroom.
I am sure you can imagine what happened when I told the kids we would be doing a six-week unit on video games. They flipped. You probably would have too.
But wait. Step back a moment. Would you have?
These are not the games your father bought you.
Are you my age? Have you have ever used a type writer for writing a paper?
If so, we missed the whole video games experience together. I am not talking about Pong®, PacMan®, Frogger®, Asteroids®, or Space Invaders®. I am not talking about your old Atari. Kids are playing new worlds of games that we could have only imagined from reading science fiction. It is more like playing in a rich movie environment that reacts, responds, and waits for you to talk, build, and act. And many kids today have this capability with game systems and computers at home. Many young people play Halo and other games on Xbox Live in their living rooms; they play and learn with kids from all over. This kind of mediated play over a distance has not been seen before.
We have tried to mediate in the classroom, using tools like radio, filmstrips, pictures, television, books on tape, conversation, print, and video. We use media to bring the experience of places and things into the classroom so that our students can get closer and have a more tangible experience. In the best of worlds, we would take them on field trips to see the ancient cave paintings in Lascaux, to view the aftermath of Mount Vesuvius, and to experience the richness of the Amazon Basin—to see and feel the things that are the basis of our science and stories –to embody the learning experience.
But since money, travel, and signed release forms are significant barriers to direct learning experience, we might consider games. Games can provide much more interactivity and experience with objects, places, people, and ideas by providing process, performance, and context.
They can help us with Time, Space, and Experience, which are still considerable barriers for the classroom; with game environments we can begin bridging the gap with the potential embodiment that current game technology provides our narratives. Imagine that you can have students interact in visually rich and interactive environments where they can communicate with voice and text, as well as non-verbal communication with avatar actions and facial expression! I know it is hard, but just try to visualize it. It is possible now.
I hope you keep reading. The next few entries are going to explore how they can be used, how I have used them, and what outcomes I have observed.
For more information on games in the classroom, you can contact me:
Email: dubbe003@umn.edu
Phone: 612.747.0346
Website: http://brockdubbels.efoliomn2.com
Here is a start for what I am building on my website
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Category: Guest Blogger
Tags: classroom, games, learning, Minneapolis, teaching