The Pleasures of Computer Gaming

Essays on Cultural History, Theory and Aesthetics

Edited by Melanie Swalwell and Jason Wilson

“This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies.”

Link to Book Description

How Do We Transform Our Schools?

“Teachers, administrators, researchers, reformers, government leaders, parents, and others have long extolled the benefits that computer-based learning could have in schools: Educational video games, often referred to as “edutainment” or “serious” games, could make learning fun and motivating, especially for today’s students. Computers offer a way to customize instruction and allow students to learn in the way they are best wired to process information, in the style that conforms to them, and at a pace that matches their own. Computer-based learning on a large scale is also less expensive than the current labor intensive system and could solve the financial dilemmas facing public schools”

Link to Article at Hoover Institute

The 2008 Education Next€€?PEPG Survey

Early Results – Online Education

“More than two thirds of American parents would be willing to have their children take some of their high school courses over the Internet, a new Education Next-PEPG poll shows.

Findings from a new poll from Education Next and the Program on Education Policy and Governance (PEPG) at Harvard University also show that, in most instances, the American public favors public funding for online courses that high school students take for credit over the internet. The breadth of their support, however, depends on the purpose of the online education. A majority favor funding for high schools offering advanced courses for students online and for high schools that offer rural students a broader range of courses online. A plurality support funding online classes that help dropouts gain credits. However, only about one in four support funding for online courses offered to homeschooled students, with the plurality of respondents opposing the idea outright.”

Link

Video games don’t turn children into blood-thirsty killers €€œ Harvard research

“A pair of Harvard researchers say violent video games don’t turn children into killers. According to a newly published book, €˜Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do’, psychologists Lawrence Kutner and Cheryl Olson dispel common myths about violent games. In their two-year study, they found that there was no data to support any causation between games and real-life violence.”

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