Sim-U conference explores games in the classroom
Technology
Evan Billingsley
Issue date: 9/10/07 Section: News
The students also spoke about the effects games have on their own lives.
"'Star Wars: Knights of the Old Republic' dictated my morality in high school," said Drew Avery, a sophomore chemistry student. "I'd always try to go for the light side of the force, not the dark side."
Suzanne Ownbey, a computer science student who does not see herself as a gamer but said she is surrounded by gamers in her classes and social life, noted the ubiquity of video games in real life. "You may use a 'Warcraft' reference to get a point across in a study group," she said.
The potential for video games to be viewed as a fad was also discussed by Ruggill, who cited the industry's poor institutional memory when he said that a "cathode ray amusement device" was first patented in 1948. However, when discussing violent games like the recent "BioShock" or the "Grand Theft Auto" series, he said the issue of effect on audiences is still "in play."
People expect incredibly good academic games, Ruggill said, but "why pursue games if you don't play to its strengths?"
He mentioned "Typing of the Dead" as an example. It's a version of "House of the Dead," a game where the object is to shoot zombies and other undead monsters, that was originally played with a light gun. The game was modified by game company Smilebit to be played with a keyboard in order to teach typing instead.
"It's a darn good game, and a good teacher," Ruggill said, referring to it as an off-the-shelf game that could be used as an educational tool.
The notion of off-the-shelf was reiterated by others at the conference, including keynote speaker Ian Bogost, co-founder of Persuasive Games, a video game studio that makes games about social and political issues, including the simulation "Airport Security." Bogost discussed his and his son's experiences with the popular Nintendo game "Animal Crossing," a colorful semi-simulation that is based around the debt of the player's character to an in-game real-estate tycoon, in the form of a raccoon.
"'Star Wars: Knights of the Old Republic' dictated my morality in high school," said Drew Avery, a sophomore chemistry student. "I'd always try to go for the light side of the force, not the dark side."
Suzanne Ownbey, a computer science student who does not see herself as a gamer but said she is surrounded by gamers in her classes and social life, noted the ubiquity of video games in real life. "You may use a 'Warcraft' reference to get a point across in a study group," she said.
The potential for video games to be viewed as a fad was also discussed by Ruggill, who cited the industry's poor institutional memory when he said that a "cathode ray amusement device" was first patented in 1948. However, when discussing violent games like the recent "BioShock" or the "Grand Theft Auto" series, he said the issue of effect on audiences is still "in play."
People expect incredibly good academic games, Ruggill said, but "why pursue games if you don't play to its strengths?"
He mentioned "Typing of the Dead" as an example. It's a version of "House of the Dead," a game where the object is to shoot zombies and other undead monsters, that was originally played with a light gun. The game was modified by game company Smilebit to be played with a keyboard in order to teach typing instead.
"It's a darn good game, and a good teacher," Ruggill said, referring to it as an off-the-shelf game that could be used as an educational tool.
The notion of off-the-shelf was reiterated by others at the conference, including keynote speaker Ian Bogost, co-founder of Persuasive Games, a video game studio that makes games about social and political issues, including the simulation "Airport Security." Bogost discussed his and his son's experiences with the popular Nintendo game "Animal Crossing," a colorful semi-simulation that is based around the debt of the player's character to an in-game real-estate tycoon, in the form of a raccoon.

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