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Can I Play That? (Accessibility in Gaming)
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CC BY-NC-ND
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From their About Page: "Since our inception in November 2018 (Founded by Susan Banks and Courtney Craven), Can I Play that? (CIPT) has grown from a hobby site to a destination for players and developers alike that provides all forms of accessibility information on video games and the industry. Reviews, news stories, and features at CIPT exclusively report on the ever-growing presence and adoption of accessibility features within the gaming industry. Our work has been read and shared internally at studios around the world, such as Xbox, PlayStation, Ubisoft, Square Enix, and countless others, with support from Xbox and PlayStation executives, Phil Spencer and Hermen Hulst.

Can I Play That? works to share stories that influence game updates, inform disabled players, educate and entertain players and developers, and provide a voice for one of the largest player bases in the industry.

We have also developed professional workshops that tackle topics such as diversity, equity, and inclusion, and accessible community management. These workshops are available for studios to book, and we have already worked with Xbox, Ubisoft, Splash Damage, Square Enix, Creative Assembly, and more are to come as we expand our offerings"

Subject:
Career and Technical Education
Computer Science
Education
Educational Technology
Information and Technology Literacy
Technology and Engineering
Material Type:
Game
Other
Reference Material
Teaching/Learning Strategy
Author:
Marijn (ActiveB1t)
Josh Straub
Date Added:
04/23/2024
International Politics in the New Century - via Simulation, Interactive Gaming, and 'Edutainment', January (IAP) 2005
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating
0.0 stars

This workshop is designed to introduce students to different perspectives on politics and the state of the world through new visualization techniques and approaches to interactive political gaming (and selective 'edutainment.') Specifically, we shall explore applications of interactive tools (such as video and web-based games, blogs or simulations) to examine critical challenges in international politics of the 21C century focusing specifically on general insights and specific understandings generated by operational uses of core concepts in political science.

Subject:
Civics and Government
Social Studies
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Choucri, Nazli
Date Added:
01/01/2005
Video Games: Their Effect on Society and How We Must Modernize Our Pedagogy for Students of the Digital Age (By Chris Baker, 2014)
Only Sharing Permitted
CC BY-NC-ND
Rating
0.0 stars

This 2014 thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity. Chapter 2 explores how video games have become instrumental in various fields. Chapter 3 discusses the role that video games now play in the world of education; specifically how we, as educators, must adapt a modern pedagogy best suited to students who have grown up with video games, which have influenced how they learn. This is the thesis’ primary contention and purpose. Chapter 4 dissects the two most studied controversies which surround video games as a medium: video game violence and video game addiction.

Subject:
Education
Educational Technology
Fine Arts
Information and Technology Literacy
Theatre
Material Type:
Teaching/Learning Strategy
Unit of Study
Author:
Chris Baker
Date Added:
08/14/2023