Tuesday, October 09, 2007

Massively Multiplayer Educational Gaming (MMEG)


You might be interested to know that The New Media Consortium and Educause Learning Initiative recently published their 2007 Horizon Report to identify "six core areas of emerging technologies that will impact higher education over the next one to five years." Those six selected areas includes: "User-Created Content," "Social Networking," "Mobile Phones," "Virtual Worlds," "New Scholarship and Emerging Forms of Publication," and "Massively Multiplayer Educational Gaming." To read more about this report, and to download the pdf file, go to:
Horizon Report, 2007

Games and Education Newsletter


I recently spoke with Maureen Reed, President, High Content Games, and she had the following to say about the Games and Education Newsletter: The purpose of our newsletter is to encourage the use of games as educational tools. Almost all games are educational, whether or not they are classified as quote “educational.” Games require critical thinking skills and many contain academic substance and content. The community aspect of games make them ideal for social development. We would like teachers and librarians to recognize the positive potential in board games and card games. To that end, the newsletter aims to bring stories of teachers and libraries using games to encourage learning and build community.

To subscribe, go to: Games and Education Newsletter