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Philosophy Through Video Games

Description: 
How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles
Author: 
Assoc. Prof. Jon Cogburn, Louisiana State University, USA; Assoc. Prof. Mark Silcox University of Central Oklahoma, USA
ISBN: 
ISBN-10: 0415988586, ISBN-13: 978-0415988582
Year: 
2008
Length: 
216 pages
Table of contents: 
1 The Game inside the Mind, the Mind inside the Game (The Nintendo Wii Gaming Console) 2 I, Player: The Puzzle of Personal Identity (MMORPGS and Virtual Communities) 3 Artificial and Human Intelligence (Single-Player RPGs) 4 The Metaphysics of Interactive Art (Puzzle and Adventure Games) 5 Do Video Games Make us Evil? (First-Person Shooters) 6 Games and God’s Goodness (World-Builder and Tycoon Games) 7 Epilogue: Video Games and the Meaning of Life
Additional comments: 
Chapter Resources (key words, key arguments, cool links, discussion questions): http://www.projectbraintrust.com/ptvg/

Using video in "Calculus Course" at the Engineering School of Bilbao

Description: 
Article from the Good Practices Database's "finest selection" by the VideoAktiv project. Professor Miguel Rodríguez Gómez of the Escuela Superior de Ingenieros, University of the Basque Country (Spain) uses the computer as fundamental teaching tool. A video lecture is created enhancing the conceptual and graphic aspects of the lecture topics. Camtasia software and special software for creating 3D and 2D figures were used.
Author: 
VideoAktiv Project, Vrije Universiteit Amsterdam, Netherlands
Year: 
2006
Length: 
article with 2 Spanish videos

Videos about education

Description: 
This is one of the categories in the web site vodpod.com, where users can collect, share and discuss their favorite online videos (linked from other sites such as YouTube).
Author: 
vodpod.com
Year: 
up-to-date
Length: 
video repository
Table of contents: 
related tags: # explore the possibilities # future # know 2.0 # machine # plain english # second life # teaching # technology # web 2.0 # web2.0

Common Craft

Description: 
"Common Craft is the company of Sachi and Lee LeFever, who, through animations in explanatory videos, transform complex ideas into easy-to-understand and humorous videoclips. In the Common Craft Store licensed videos can be purchased, but there are also free versions which could be used in classrooms. "
Author: 
Sachi and Lee LeFever
Year: 
up-to-date
Length: 
video repository
Table of contents: 
Some of the video categories: * Government * green * multi-packs * socialmedia

eduMedia-sciences

Description: 
With eduMedia, teachers have access to a wide collection of educational simulations which cover all the main scientific subjects: Mathematics, Physics, Chemistry and General Sciences for levels ranging from primary school pupils to university undergraduates. The teaching expertise that has gone into developing the content allows us to provide highly visual and interactive classroom material to illustrate aspects of the course which would be difficult to present using traditional media. The eduMedia site www.edumedia-sciences.com is constantly being updated and offers to date almost 380 downloadable interactive simulations available to any teacher whose school is an eduMedia subscriber.
Author: 
eduMedia
Year: 
up-to-date
Length: 
400 animations

eduMedia-Share

Description: 
eduMedia Share is a place for teachers to host and share visual and interactive resources. At eduMedia Share you can: * Upload your media (images, animations, videos) * Discover and download interesting resources * Tag, comment and have fun Resources for teachers. For all teachers! No language or subject limitation. You can add your own resources, tag, comment or even download your collegue ones to use in class. And of course, all of this is free! Search eduMedia Share and discover your collegue?s work! This site is yours! Which filetypes may I upload? The most common internet ones: * Photos, drawings : jpg, gif, png * Animations, simulations : swf, animated gif * Videos : avi, mpg, mov, wmv
Author: 
eduMedia
Year: 
up-to-date

Consolarium: games-based learning to boost performance

Description: 
Consolarium on BBC News - Gaming in Education. Learning and Teaching Scotland's Derek Robertson explains new gaming in education projects with the Nintendo DS which are motivating, engaging and improving the attainment of Scottish students. Related links: # video via Technorati: http://technorati.com/videos/youtube.com%2Fwatch%3Fv%3DX5xFMmK5Ujs # article "Adventures in education - Myst as a teaching tool" (Courtesy of Focus Multimedia & Games Press): http://www.justadventure.com/articles/AdventuresInEducation.shtm # web site Tim Ryland: http://www.timrylands.com
Author: 
Ewan McIntosh
Year: 
up-to-date
Length: 
1 page

ExploreLearning - experience Math & Science with Gizmos

Description: 
ExploreLearning offers a catalog of modular, interactive simulations in math and science for teachers and students in grades 6-12. These simulations are called Gizmos, which are flexible to support many different teaching styles and contexts and designed as supplemental curriculum materials that support state and national curriculum standards; in addition, Gizmos help teachers bring research-proven instructional strategies to their classrooms. "Watch one of our demonstration movies. In particular, the "Introduction to ExploreLearning" movie is perfect for the first-time visitor to ExploreLearning. (It runs about 8 minutes but covers everything.) In addition, we have five Teaching with Gizmos movies that show how you might teach a specific lesson using Gizmos."
Author: 
ExploreLearning
Year: 
up-to-date
Length: 
simulation repository

Teaching with Games

Description: 
Teaching with Games was a year-long project investigating the place of mainstream commercial computer games in the classroom. The project aimed to provide practical and informed evidence of the implications and potential of the use of these games in school, and an informed strategy for future educational development requirements, based upon collaborative discussions between industry and the education community. Project type and status: completed
Author: 
Futurelab
Year: 
2006
Length: 
link repository

BioVisions

Description: 
Research in the biological sciences often depends on the development of new ways of visualizing important processes and molecules. Indeed, the very act of observing and recording data lies at the foundation of all the natural sciences. The same holds true for the teaching and communication of scientific ideas; to see is to begin to understand. The continuing quest for new and more powerful ways to communicate ideas in biology is the focus of BioVisions at Harvard University. The potential of multimedia in the area of biology education has yet to be fulfilled. Indeed, multimedia as a means of imparting biological information is years behind its use in other areas such as entertainment. BioVisions is meant to close this gap by combining the highest quality multimedia development with rigorous scientific models of how biological processes occur. In addition, this new generation of science visualizations are not meant to simply be simulations or mirrors held up to reality, rather they are designed with a specific pedagogical goal in mind. This means that each decision made on how to represent a given biological process also includes consideration of how best to visually communicate particular aspects of the process. BioVisions is based on a collaborative community of Harvard scientists, teaching faculty, students, and multimedia professionals. It is directed by Dr. Robert A. Lue, who founded BioVisions with generous and continuing support from the Howard Hughes Medical Institute and Harvard University.
Author: 
Howard Hughes Medical Institute and Harvard University.
Year: 
2007
Length: 
17 videos
System requirements: 
Apple Quicktime Player and/or Flash Macromedia Plugin