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Gaming Readapted
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Welcome to Gaming Readapted!

This website was developed as a resource for those interested in learning more about adaptive video gaming. It provides information ranging from general overviews of adaptive controllers to the nitty gritty details on how to set up specific adaptive controllers for users. It is best to start in the General section for an overview of popular adaptive controllers and information on how to pick the right controller for users. For more detailed information on ordering and setting up a specific controller, go to the Adaptive Controllers section. For information on how to connect an adaptive controller to a specific console, use the Controller Connect Tool (https://www.gamingreadapted.com/controller-connect-tool). Updates regarding adaptive gaming equipment can be found on the New Updates page (https://www.gamingreadapted.com/new-updates). Please visit our YouTube page for overviews and instructional videos for the adaptive controllers (https://www.youtube.com/@gamingreadapted).

The mission of Gaming Readapted is not just to allow individuals with disabilities to play video games, but to play video games without limits.

Subject:
Career and Technical Education
Computer Science
Education
Educational Technology
Information and Technology Literacy
Technology and Engineering
Material Type:
Diagram/Illustration
Interactive
Other
Reading
Reference Material
Author:
Gaming Readapted
Date Added:
06/11/2024
Gender and Japanese Popular Culture, Fall 2015
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CC BY-NC-SA
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This course examines relationships between identity and participation in Japanese popular culture as a way of understanding the changing character of media, capitalism, fan communities, and culture. It emphasizes contemporary popular culture and theories of gender, sexuality, race, and the workings of power and value in global culture industries. Topics include manga (comic books), hip-hop and other popular music, anime and feature films, video games, contemporary literature, and online communication. Students present analyses and develop a final project based on a particular aspect of gender and popular culture.

Subject:
Social Studies
World Cultures
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Ian Condry
Date Added:
01/01/2015
Introduction to Adapted Gaming (WisTech ATCouncil)
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CC BY-NC-ND
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This training provides an introduction to adapted gaming technologies and the considerations to consider when making gaming accessible for people with disabilities. Presenters include Drew Pennington who works as an assistive technologist for HOME and Jenesis Lindbo, an Independent Living Specialist with the Center for Independent Living for Western Wisconsin. Brought to you by the WisTech Assistive Technology Advisory Council for Wisconsin.

Subject:
Career and Technical Education
Education
Educational Technology
Information and Technology Literacy
Technology and Engineering
Material Type:
Other
Primary Source
Reference Material
Teaching/Learning Strategy
Unit of Study
Author:
Drew Pennington
Jenesis Lindbo
WisTech ATCouncil
Date Added:
06/11/2024
Introduction to Media Studies, Fall 2014
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CC BY-NC-SA
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This course provides a critical analysis of mass media in our culture. Various types of media such as books, films, video games, and online interactions will be discussed and reviewed. This course will also evaluate how information and ideas travel between people on a large scale.

Subject:
Fine Arts
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Flourish Klink
Kim Vaeth
Date Added:
01/01/2014
Introduction to Videogame Studies, Fall 2011
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This course offers an introduction to the interdisciplinary study of videogames as texts through an examination of their cultural, educational, and social functions in contemporary settings. Students play and analyze videogames while reading current research and theory from a variety of sources in the sciences, social sciences, humanities, and industry. Assignments focus on game analysis in the context of the theories discussed in class. Class meetings involve regular reading, writing, and presentation exercises. No prior programming experience required. Students taking the graduate version complete additional assignments.

Subject:
Computer Science
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Clara Fernandez-Vara
Date Added:
01/01/2011
Real-World Lesson: Designing a Video Game
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CC BY-NC-ND
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Using continual feedback and a problem solving process, high school computer programming students design educational video games for a class of fifth grade students. Their programming teacher, Ben Chun, leads students through a process that begins with interviewing the students and involves constant feedback and revision to ultimately create a video game that is both fun and educational. Striving to model a real world situation as closely as possible, Mr. Chun requires students to interview both students and the teacher regarding learning objectives and standards, interests and video games they are already playing to create a design that is personalized and appropriate for students. As they go through the week long process, students work in teams of three to brainstorm ideas and assign roles involving programming, art and project management. All students are involved in the actual design process and end up producing games that are both responsive to students needs and engaging. At one point during the design process, the fifth grade class visited the school to provide feedback for prototypes so that final refinement and improvements could be made.

Subject:
Education
Material Type:
Lesson Plan
Teaching/Learning Strategy
Provider:
Teaching Channel
Provider Set:
Teaching Channel
Date Added:
10/10/2017
Riot Games - 'URF' Game Design Curriculum
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CC BY-NC-SA
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Welcome to the URF Academy, a free resource for educators who seek to encourage and inspire the next generation of game designers.

Our Game Design Curriculum is our way to share our love for and knowledge of games to students everywhere. We designed it with accessibility top of mind—any teacher with access to the internet and a printer should be able to teach students how to design a fun game.

In our six-module curriculum, we outline the principles of game design using a simple framework and explore concepts through engaging workshops and activities. Students will learn about the language and theory necessary to engage deeply with games and ultimately collaborate in groups to design a paper prototype of a multiplayer game.

History: In 2016, a group of Rioters launched URF Academy, an interactive game design workshop for high school students at our headquarters in Los Angeles. URF Academy’s goals were to teach local students about fundamental concepts in game design and showcase the breadth of careers in the gaming industry.

After hosting more than 500 students over the course of two years, we expanded URF to several regional offices, including St. Louis, Dublin, Sydney, São Paulo, and Mexico City. Simultaneously, we began co-developing a free, online curriculum with two veteran computer science and game design educators to empower teachers to provide high quality game design instruction to high school students around the world.

Subject:
Art and Design
Career and Technical Education
Computer Science
Education
Educational Technology
Fine Arts
Technology and Engineering
Material Type:
Activity/Lab
Assessment
Curriculum Map
Game
Homework/Assignment
Interactive
Learning Task
Lesson
Lesson Plan
Module
Other
Self Assessment
Student Guide
Unit of Study
Author:
Alicia Morris
Amanda Jeffrey
Blake Edwards
Brian Chui
Chris Reed
Dan Nabel
Erika Haas
Gabby Cherney
Jeffrey C. Burrell
Jessica Martincic
Jimmy Hahn
Joanne Lin
Jocelyn Monahan
Jordan Schmidt
Kathleen Mercury
Matthew Leung-Harrison
Mike Foster
Nancy Se
Stone Librande
Vishnu Kalugotla
Riot Games
Date Added:
09/17/2024
SLIDES: Webinar Part #1 of Video Game Collection Development (The "Why", "What", and "How" of Selection & Acquisition)
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This is a .pdf of the accompanying slides that Chris Baker, Jenna Gilles, and Jamie Hein used in their "Video Game Collections in Libraries, Pt. #1: The 'Why', 'What', and 'How' of Selection & Acquisition" webinar that was originally offered on October 30, 2024, from 11:00 AM to 12:00 noon EDT (10:00-11:00 am CST).To watch the webinar, you can visit this link on WISELearn; alternatively, you can watch it directly on YouTube.Any questions? Please contact presentation lead Chris Baker at Chris.Baker@dpi.wi.gov. Thanks for watching -- and thank you for implementing video game collections in your library spaces!

Subject:
Computer Science
Education
Educational Technology
Information and Technology Literacy
Library and Information Science
Media Arts
Material Type:
Learning Task
Lecture Notes
Lesson
Other
Primary Source
Reading
Reference Material
Teaching/Learning Strategy
Unit of Study
Author:
Chris Baker
Date Added:
11/12/2024
Video Game Developer
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Join Danny Rubin, founder of Rubin, and guest Paul Silverman, head researcher at Bethesda (ex: Doom, Fallout, Skyrim) for an in-depth look at how to work in the video game industry. Students and teachers should also make use of the webinar worksheet at https://rubineducation.com/wp-content/uploads/2021/10/Rubin-Webinar-Worksheet-Q-and-A-about-Video-Game-Development-fall-2021-1.docx

Subject:
Career and Technical Education
Computer Science
Technology and Engineering
Material Type:
Other
Author:
Danny Rubin
Date Added:
01/02/2023
Video Game Developers
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Join Danny Rubin, founder of Rubin, and Paul Silverman and Ryan Woodland from Bethesda to learn how to pursue jobs in the video game industry. Students and teachers should also make use of the webinar worksheet at https://rubineducation.com/wp-content/uploads/2021/03/Rubin-Webinar-Worksheet-Q-and-A-about-Video-Game-Development.docx

Subject:
Business and Information Technology
Career and Technical Education
Computer Science
Material Type:
Other
Author:
Danny Rubin
Date Added:
01/02/2023
Video Games for High Quality Equitable Learning
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04/14/21 | 59m 20s | Rating: TV-G

David Gagnon, Director of the Field Day Lab at the Wisconsin Center for Education Research at UW-Madison, discusses the educational advantages of using video games and simulators as teaching tools. Games offer opportunities to actively learn new concepts and to fail without real world consequences.

Subject:
Education
Educational Technology
Information and Technology Literacy
Material Type:
Game
Learning Task
Other
Author:
Field Day
PBS Wisconsin Education
David Gagnon
Date Added:
04/23/2024
WEBINAR: Video Game Collections in Libraries, Pt. #1: The "Why", "What", and "How" of Selection & Acquisition
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Presenters:
Chris Baker (Public Library Consultant / Games & Learning Consultant, Library Services Team of the Wisconsin Dept. of Public Instruction), Jenna Gilles (Youth Services Associate, Chippewa Falls Public Library), & Jamie Hein (Library Director, Clintonville Public Library)

Description:
For years now, media usage data has shown that video games have led the entertainment industry by a massive margin, handily securing the crown as the most popular recreational medium on the planet. In the United States, 61% of Americans report playing video games for at least one hour every week; 29% of game players are 50 or older, and the average age of video gamers in the U.S. is 36, with a near-even split of 53% identifying as male, and 46% identifying as female.

The point? These impressive statistics represent an enormous opportunity for libraries in the U.S. to capitalize on – and illustrate that librarians ought to prioritize intentionally developing robust video game collections for their users to access; game collections can meaningfully help libraries reach a broader base of patrons, create exceptional new pathways for materials circulation, resonate with additional user identities, and help foster a 'community of practice' surrounding games in the library space. On top of this, video game collections help libraries showcase an earnest desire to remain relevant, accessible, and cutting-edge to their public.

In this first presentation in our series about video game collection development, you’ll hear from multiple librarians about the “why”, “what”, and “how” of video game selection and acquisition; we will highlight both philosophical and pragmatic best practices for developing video game collections – from advocacy data, to funding tips, to selection resources, to acquisition schedules, and more. A follow-up webinar in the series will focus on things like processing, borrowing rules, policy, and collection maintenance. You won’t want to miss these presentations!

Webinar date and time: October 30, 2024 11:00 AM EDT

This event was co-sponsored ALA's Games & Gaming Round Table: http://www.ala.org/rt/gamert

Subject:
Art and Design
Career and Technical Education
Computer Science
Education
Educational Technology
Fine Arts
Information and Technology Literacy
Library and Information Science
Media Arts
Technology and Engineering
Material Type:
Lesson
Other
Primary Source
Reference Material
Self Assessment
Teaching/Learning Strategy
Unit of Study
Author:
Indiana State Library
Jamie Hein
Jenna Gilles
Chris Baker
Date Added:
11/11/2024
Wisconsin High School Esports Association
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The Wisconsin High School Esports Association governs, supports and promotes the growth of high school esports through community development, advocacy, equitable participation, and interscholastic competition to enrich the educational experience.For more information, visit: https://www.wihsea.org/

Subject:
Computer Science
Information and Technology Literacy
Material Type:
Alternate Assessment
Diagram/Illustration
Game
Reference Material
Teaching/Learning Strategy
Author:
Chris Baker
Date Added:
04/23/2024