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Tiffany's Gyro gets big praise. "Probably the most elegant gyro I have ever ate in my life," says Eric Ripert, a guest diner and chef who I'm surprised to see. But turns out he's a guest judge filling in for Gail. > Education > Computer & Online Games for DRR Education
Computer & Online Games for DRR EducationFrom $1Table of contents
PAGE STARTED: July 20 2007 This page is a work-in-progress to support collective research into how computer-based educational games can be used for effective disaster risk reduction education. Contributors are asked to add their names to the list above. ObjectiveThere is much research interest resulting in important questions about computer games and how they might be used to foster education (see Prensky 2001); (Gee 2003; Kirriemuir and MacFarlane 2004). This study is prompted based on the need for advice and guidance for including appropriate disaster education content in the design of educational or serious games. The work is carried out through an evidence-based approach by considering strengths and shortcomings of existing and newly developed disaster education games. This study catalyzes a collaborative effort between disaster education game designers at the UN-ISDR and a multidisciplinary group of risk reduction and disaster management experts who develop and implement educational materials. The aim of this work is to make a contribution towards developing effective disaster education games that go beyond just raising "awareness". OutcomesThe study will look at the anatomy of a number of online
disaster education computer games, including UN-ISDR's Stop Disasters!
and Riskland, and develop a set of guidelines and recommendations for
creating better and more effective games for disaster management
education. In particular, the study will address the following issues:
Benefits and barriers to engaging children or students in using computer games for disaster educationCHILDREN AND PLAYHow do children play and remain engaged in play activities? (not just computer - let's try applying this to other games too!) The need for play is inherent in a child's personality, however, playtime is not just for the sake of having fun, it helps build interpersonal and cognitive skills and is an important part of a their developmental process. Often we learn through observation and children are no exception. Children also learn by observing and during play may act out what they have seen- either by themselves or with other children. When children assume the role of their mother, father, dentist, doctor or even waitress- they are engaging in role-play. As stated in the article reagarding egology, land use, populations games and simulations by Larry Schaefer Harry O. Haakonsen and Orah Elron, role play is attractive because it is useful in learning about process of human interaction and relationships and communication exchange. COMPUTER GAME-BASED LEARNING IN CHILDRENEducational value of computer gamesWhat do they want to teach (at best)? and how does that compare with what we think they should teach? - What do they succeed in teaching? (surveying) What are kids capable of learning (there's some geography and public health literature on this to draw from - be nice to find people who know this stuff) - A good literature review of "Learning Theories" in section 2 of this report by Julian Sefton-Green (see online resources) Barriers to engaging children in using computer gamesWhat is the attention span for kids playing? How do you increase attention span and enage kids? what should goal be for how long kids spend playing an educational/fun game(computer game or otherwise) Games based upon participatory action designed from the child eye level promise to engage children longer and keep them more interested than one that disconnects you from the subject matter and only allows you to control things from above. "[In Darfur is Dying] you can choose which character you play - ranging in age from ten to thirty, so appealing to a wider audience - and you control their movements so you are directly in the game. In contrast, Stop Disasters only lets you control things from above, leaving you feel somewhat unconnected with the subject matter." Caitlin Archer, Gaming for Young Humanitarians "Games have an underlying structure; a set of rules, ideas and objects that have complex relationships to each other and can model some things from real life. But game play doesn’t have to be educational in terms of modeling. The way passionate game players engage with games can be very powerful. They do research, talk with friends, and in some cases bring the scientific method to life in a way that most kids don’t do in other aspects of life. Part of the reason is that in the real world, the stakes for failure are very high. In video games, it is ok to try things over and over until you get it right. Children who are engaged in games not only learn what the game itself teaches, but they also learn a lot by the way they engage with the game." Jessica Hammer, Columbia University Teachers College Principles of Well-designed Game for Children in Disaster Risk Reduction Education(Initial template based on comments by Ilan Kelman and Kirriemuir (2004) and Wright (2007))--Khazai 03:23, 20 July 2007 (PDT)
There is a debate about what games are more effective educational tools, goal-oriented games or "Sand-box" games. A sandbox-style video game is a video game with an open-ended and non-linear style of gameplay. This free-form experimentation is either an end unto itself - in contrast to competing models of gaming - or is a variant modality that has no effect on more traditional or usual play of the same game, such as scores, game level advancement milestones, player rankings etc. Just as a real-world sandbox can be smoothed out and resculpted again and again, so the sandbox game or game mode can be played and explored repeatedly without a linear "plot" or a particular set of expectations, nor any lasting game-play consequences. Some traditional goal-oriented games, sometimes offer a sandbox mode, usually an option that allows the player more freedom by lifting some of the normal rules of gameplay. The best selling PC game of all time, The Sims, is a sandbox-style creation. If the game is goal-directed, then some criteria to gauge its effectiveness may include:
Computer Game-based Education ResourcesPublications, Literature Reviews, Web Articles, Blogs, etc. (ALPHABETICAL by AUTHOR)
Online Disaster Education Games
(ALPHABETICAL by NAME) Computer-Assisted Disaster Education Role Plays and Simulations(ALPHABETICAL) These are for adults. Appearance here does not necessarily imply endorsement. The examples are given here for analysis and critique.
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