Learn as you game.

Video games have been under fire for many social issues but fresh studies show the opposite where gaming can place a helping hand in educational.

Harnessing the potential gaming has maybe the answer in a growing digital world. With the introduction of gadgets such as oculus rift, many believe it may be time to develop today’s society for tomorrow’s security.

Much research as shown mixed results in a younger audience that have played violent video games but what if children played non-violent games in a controlled and positive environment?

The answer is improved brain function, decision making skills, stress release and many more still being researched. By introducing children to serious games such as heavy rain,  an early start for children could prep them for later life as well as less stress in school and home.

While researching this concept I came across many seeking the some knowledge with amazing results.

According to Personal Technology, Volume  64, the retro video game known as Pac-man was seen as a simple game as it portrayed primitive graphics and simple game play where you eat fruit while avoiding enemies. It was a simple 70’s game but as the level progressed so did the level of intensity and decision making. Quick reflexes and time decision making is key in the accomplishment of the game. In turn, this helped the player gain knowledge of how to maneuver around in harsh places and forced them to use their brain in timing their next move. Many were shown to have better knowledge in remembering things and even had increased reflexes. The level of stress that gamers released was abnormal, even today.

 Minecraft

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people. – See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people. – See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

 

A perfect example of a game that helps in delevopment of education is a game called Minecraft. Minecraft started out as a small game from an unknown developr for a casual audience. Nearly four years since it’s release, almost 20million registered users have downloaded and play this game. The objective is to simply survive by collecting resources, managibg inventory, creating an enviroemnt and simply to build amazing structuires by putting all these into practice. In short terms, its a neverending bulding game.

Already, some have already taken advantage of this game and have created programs within schools to teach about the environment. A company called MinecraftEdu from the United States is a small group of programmers who have teamed up with Mojang, the developer of Minecraft, to make the game affordable for schools around the world aswell as intergrating aspects to enviromental teaching.

http://minecraftedu.com/page/

In a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

In a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

In a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

In a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

In a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthas

In a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

In a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

In a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

n a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

Below is a collection of recent academic scholarship that addresses the use and effectiveness of digital and game-based learning in the classroom and beyond.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpuf

n a June 2013 article, Yale University School of Medicine researchers suggest how the future of these technologies is now evolving:

Electronic games are a promising tool for educating people and changing behavior. While the first wave of interactive educational games relied on what some call the “chocolate-covered broccoli” model, where the narrative was interrupted by tedious, poorly constructed tasks that proceeded like homework, the new trend is to integrate learning and fun. One of our primary goals is that more researchers and funding sources will emerge to take on the task of developing and rigorously testing evidence-based electronic games to find the best ways to encourage healthy behaviors among young people.

Below is a collection of recent academic scholarship that addresses the use and effectiveness of digital and game-based learning in the classroom and beyond.

– See more at: http://journalistsresource.org/studies/society/education/outcomes-of-game-based-learning-research-roundup#sthash.1lhjAGlv.dpu

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UK jihadist in Syria (24.04.14)

A shocking new revelation in the Syria conflict

Most women have fled with their husband to fight as part of a murderous faction on the blood soaked battlefield known as syria.

Ten British woman are among hundreds of UK jihadist currently in Syria using extreme radical approaches to help in overthrowing Assard’s reign.

However,  this movement in the war will not aid in the rebels advancement in the movement. As jihadist fight,  they may be getting in the way of the ongoing rebellion and may be adding fuel to the already lit fire. 

The Syria conflict (21.04.14)

Chlorine gas attacks.

The use of chlorine gas is banned in Syria but Bashar al-Assard’ s troops are blamed for the use of chlorine gas bombs.

Currently all nuclear weapons were handed over according to a UN ruling.

However Assard’s troops have been involved in the attack of three towns using Chinese manufactured gas bombs.  The bombs have have killed at least two people and left many more in critical condition.

As the use of these chlorine bombs further enforce the Chinese involvement in the affair,  more pressure has been placed towards a diplomatic solution but still far from any sign of residing.

Read the full story here:
http://www.mirror.co.uk/news/world-news/syria-conflict-regime-used-chlorine-3437600

The Syria conflict

What started the conflict?

Since the start of the conflict,  the has been a lot of stories and theories as to the origins of the conflict in Syria.  As the blame game begins, the current state in Syria deteriorate as violence grips the middle east.

The conflict reportidly began when the Syria army,  or the citizens, upheld a rebellion against the government and the president Bashar Al-Assard which in turn was a catalyst for the change in Syria.
 

This is my personal account of events from my observation of the story.

Videogame violence: What studies are not telling us.

Long Term Aggression.


 

Image
http://cdn.cnet.com.au/story_media/339346924/gaming_1.jpg

Over the last few weeks there have been reports of recent studies showing later age aggression linked with younger children playing violent video games. A three-year study has found that long-term participation in violent video games may increase violent thoughts and behavior in children. Craig Anderson, director of the Center for the Study of Violence at Iowa State University, the study examined 3034 students in Singapore, and found a negligible increase in the likelihood that children who play violent games display violent attitudes. Students aged eight to seventeen were monitored during the time frame and given annual surveys, which included details such as how long they play for, how much violence was in the game and the behavior of the children before and after a game session.

There have been many studies like this, ruling that videogames have a negative reinforcement on children, such as this one ruling that playing violent videogames can cause long term aggression. However, upon following this news, and other like it, for the past two weeks and reading article after article, statistics after statistics, the story became more stale and biased. These kinda surveys put pressure on the Videogame industry but how true is this study?

Audience Control.

Upon researching this story, and many like it in the past, there have been studies done by American researchers branching out to the wider world to conduct their survey, yet none of this touched on the idea of audience control and quality control. Whenever a major film is released, or before a mainstream song hits the radio waves, the product must be evaluated by systemic risk board or a broadcasting standards company in order to ensure that such product is rated for each target audience. In North America, it is the ESRB (The Entertainment Software Rating Board) that goes through such procedures daily, and even invest in numerous projects to ensure their quality control is met throughout the entire region. In New Zealand, The BSA (The Broadcasting Standards Authority) maintain a strict policy of fair television and radio.

Why does any of this matter? Because upon taking the liberty to research this story in depth, there was no mention in any study of barriers available to enforce children’s well being.

The Blame Game.

While reading five similar stories, my attention was drawn to another story. “Last week my store sold over a thousand copies of GTA V,” he writes. ‘At least a hundred of which were sold to parents for children who could barely even see over my counter.”  http://www.dailymail.co.uk/news/article-2430305/Grand-Theft-Auto-V-Game-store-clerk-slams-parents-buy-ultra-violent-game-young-children.html

The game develpor, Rockstar Games, have a reputation for making such games and have addressed the issue themselves numerious times over the years. Most today see this game as violent and brutal, which it is, but for those who have played from start to finish will immiedatly notice a idea building throughout the course of the game. For those who consider themselves ‘gamers’, this game was a visionary concept to take a jab at modern United States, addressing and attacking on politics, domestic violence and even video game based violence. The game was made purely for a mature genre whom will realize these ideas.

The latest research done was conclusive on showing how much violence was shown throughout the game, but many began to ask where did these children get these kind of games from? The state University was only to monitor children’s gaming habits, however other sources say that parents admitted on buying their children such violent games. Nearly 70% of underage children purchase their video game with the aid of a parent. Retail stores are to ensure that these standards are met and customers are fully aware of that. Parents should be more cautious as to buying these kind of games for their children instead at a developing team for making it. You wouldn’t take your eight year own children to watch a R rated movie, so why allow them to play an R rated game?

Creative VS commercialism.


 

 

My Personal idea of Righ-winged Politics

On the 14/03/2014, the class was tasked with an activity to create a visual presentation on what we think demonstrates the sides of politics. I was tasked with right winged and chose the Liberal government. I created a simple I-Movie in a montage format showing my personal ideals of what defines Liberal.


Please remember this is only an example and an opinion on my ideas.