The Best Anti-Piracy Measure Ever – IGN

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As an experiment, the developer decided to release a cracked version of Game Dev Tycoon onto torrent sites along with the genuine version, pre-empting piracy. “The cracked version is nearly identical to the real thing except for one detail,” explains Greenheart on its website. “Initially we thought about telling them their copy is an illegal copy, but instead we didn’t want to pass up the unique opportunity of holding a mirror in front of them and showing them what piracy can do to game developers.” After a few hours of building up your virtual game studio, this message appears:

The Best Anti-Piracy Measure Ever – IGN.

What a great idea. Sadly, media has the greatest effect confirming already held beliefs and the least effect in changing them (source: Henry Jenkins III).

Or maybe… people are just getting thicker:

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Where I’ve Been Online (April 2013)

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  • Careers in Games Within these pages you can find information on careers in the computer games industry – how to get in, get on and get the most out of your skills. Read job profiles and interviews with practitioners to find out what it takes to work in games, and read our guides to the industry to see how you could fit in. You can also access our careers pages or call the careers helpline to get further advice. Visit Creative Skillset’s careers services for more information.

    tags: careers games

  • This past winter, like many prospective students, I browsed through hundreds of college course descriptions to find subjects right for me. Yet, unlike other students, I wasn’t enrolled in a degree program. Instead, in February, I became the MOOC equivalent of a full-time student. I enrolled in five course (listed here), from five different universities (over 1,600 miles apart), attending lectures weekly, submitting assignments almost daily and interacting with other students on a regular basis.

    tags: platforms dynamic comparison providers mooc

  • Welcome to the Machinations page. Machinations is a conceptual framework and diagram tool that focusses on structural qualities of game mechanics. The tool you see below is an interactive tool to make and play Machinations diagrams. If you scroll further down, you can find links to the Machinations Wiki, Forum and few tutorials explaining the concepts, as well as links to many of the ready-made examples. Machinations version 4 is now out. It is fairly compatible with version 2 and 3 files, files from older versions can be read, but need to be checked. Also some of the concepts have changed slightly. The version 1 is still available here.

    tags: game diagrams tool design game_design

Posted from Diigo. The rest of my favorite links are here.

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iPads in school: a toy or a tool? – latimes.com

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iPads in school: a toy or a tool? – latimes.com.

2012-02-16_22-14-13_img_20120216_221414cWhile I have no doubt that some teachers in some schools are doing amazing things with technology, it bears repeating that it always has far more to do with the skills and dedication of the teachers than it has to do with the technology.

Now, don’t get me wrong, I’m a HUGE fan of technology, BUT, most teachers, administrators, and even Education professors don’t know enough about technology to even assess it appropriately, never mind figure out how to use it effectively. I’m NOT talking about knowing what buttons to push, or how to get more apps, or or how to recharge it- there are lots of people who know how to operate their various mobile devices (for things like watching, browsing, and reading – all PASSIVE activities). Some people are even pretty good at using various apps to draw, or create presentations, or books, and so on.

What I AM talking about is the fact that most of these “experts” don’t know the first thing about how any of this stuff really works. They tell themselves that’s not important – that it’s the realm of those (egghead) IT folks (the ones most Education faculty LOVE to ridicule).

Well, I got news for you folks,

If you don’t know how this stuff works, you are at the mercy of those who do.

In far too many cases schools and administrators jump on the “let’s get this technology and be cool” bandwagon without even having the first idea why they want it and how they might use it.

When my son was in grade 2, his school got some funding for new computers. We went to the parent meeting to hear their plans. We sat quietly listening to the IT guys, principal and teachers talking about what kind of equipment to buy, what bells and whistles it should have, and what software they needed. After a while, we asked, “Have you given thought to how you plan to USE these new computers?” We both have advanced degrees in computer science, so it was known that we had some expertise in this area. You could have heard a pin drop. NO-ONE had an answer. To make matters worse, after some explanation for why this is not a key question, they went right back to talking about what to buy.

I suspect this is still common in most schools today. THAT is a big problem.

TechInEd     TechAsResearch   technophilia

And now her school district, which has laid off teachers and staff and eliminated programs because of budget problems, wants to spend several hundred million dollars on the latest electronic fad.

“There is still no evidence that iPads will increase student achievement at all. It’s not the hardware, it’s the software, and no studies have been done on the software apps in use, so no one knows,” said Cuban, who suggested the money might be better spent on training and recruiting teachers. “I’ve seen students with iPads and the novelty is there and the engagement is there, but it’s not clear that novelty and engagement will lead to increased academic achievement.” (Cuban)

It should be noted, as well, that people with ties to tech companies were among the major donors to a political action committee that supports Deasy-friendly school board candidates.

 

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Can you design what you don’t practice?

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Is it possible to be really good at:

  • music composition if you can’t play an instrument (or sing)?
  • writing if you don’t read?
  • game design if you don’t play games?
  • instructional design if you’ve never taught?

What about this one:

Is it possible to be a good Educator if all you’ve ever taught is teaching?

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Well Said.http://climbing-the-hill.blogspot.ca/2013/04/a-letter-to-concerned-mother.html

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Well Said.
http://climbing-the-hill.blogspot.ca/2013/04/a-letter-to-concerned-mother.html

Recently a friend related me a request for some advice for her son’s career through a rather circuitous route. It started with admiration for my career, and appeared to me to be asking on behalf of he…

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http://grantwiggins.wordpress.com/2013/04/18/dereliction-of-duty-by-hs-teachers/

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http://grantwiggins.wordpress.com/2013/04/18/dereliction-of-duty-by-hs-teachers/

From a recent Ed Week article: A survey by ACT finds that 89 percent of high school teachers report their students are “well” or “very well” prepared for college-level work in the subject they teac……

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What Makes Code Readable: Not What You Think | Computing Education Blog

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What Makes Code Readable: Not What You Think | Computing Education Blog.

Be explicit. Not that I’m at all surprised, but …. cool.

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Are We Teaching Our Kids to NOT learn?

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I’m currently teaching an online graduate course in Digital Game Based Learning. It has included some great discussions about all kinds of things.

Erin Lerouge (one of the class members) wrote a few comments on Seymore Paperts classic article, “Papert, S. (1998). Does Easy Do It? Children, Games, and Learning. [Soapbox]. Game Developers Magazine(Game Developer magazine), p88.”. I’ve copied a few of her comments here:

In this article, Papert argues how kids like video games because they are hard. Because of this kids learn how to learn without necessarily knowing it. This is the importance of video games, they are hard but they are interesting and this keeps kids playing. This differs from school where it can be boring and it tends to be easy. Most of the edutainment games are trying to trick kids into learning but in the end, bore them and they give up. He believes this is unfair, tricking kids into learning through so-called games.

Students need to know how to learn. They cannot be passive participants in their education. Students should take some responsibility for what they learn.

…While I agree with Papert that students should take some responsibility for their learning, we do have a system to work within. It would be great if we could, to some degree, eliminate grades and allow for more multi-age learning based on interest and level of knowledge. I also agree that exercise after exercise is not an effective way to teach. It doesn’t help students develop an understanding of what is important and what might not be so important. However, I do not believe getting rid of a curriculum completely is a good idea. A curriculum is a document that gives some idea of what students should be learning and when. Without it, there are many important things that teachers could leave out if they or students are allowed to decide everything they want to learn.

I would tend to agree with you that curriculum is necessary.

I’d even go so far to say that IT (curriculum) is what ultimately distinguishes formal from informal education.

However, the more I learn about all of this, the more I am convinced that kids start off in school already knowing how to learn – it’s how humans survive and how humanity has advanced. That we dominate so much of the planet is evidence of how good we are at it. Given that, the focus and challenge in formal education should shift. I have come to believe that we actually teach kids NOT to learn in school; to be passive rather than active in their learning; to stop guessing (i.e. generating theories); and to stop fiddling (i.e. experimenting). I am seeing more and more kids in my first year university classes who expect to be spoon-fed everything, who aren’t motivated to try things on their own, and who have little curiosity. They ask questions, but if I tell them how to find the answer rather than the answer itself, they lose interest.

What we really need to do is to stop trying to control kids and learning, and instead help them get better at what they are already trying to do. Give them guidance; help them learn how to build better theories (not just to ape the teacher’s); help them learn to make better experiments (not just learn the current one “right” way).

I know this makes many teachers (and administrators) very uncomfortable. I have often heard educators talk about the need for classroom control, and while I realize that total mayhem is not conducive to learning, the kind of “control” many educators envision when they say the word is closer to military order and obedience, and that’s not conducive to learning either.

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