Abe Stein Singapore-MIT GAMBIT Game Lab Massachusetts Institute of Technology Cambridge, MA.

Slides:



Advertisements
Similar presentations
European Commission eLearning Initiative WP4 Teaching training actions l Learning by doing l Innovations l Need to learn l Learning in collaboration l.
Advertisements

More Than A Game…. Teaching In The Digital Mode Of History: Disciplinary Knowledge, Digital Literacy, And Collaboration.
Club Penguin Ana Maria Sanchez Rebecca Black SURF-IT 2010.
An Example Title of the Presentation The Author, Another Author.
Providing Effective Professional Development for International Adult Learners.
Creative Inventions and Robotics Laboratory Welcome to the Motor Controller Development.
Making Games games authoring software for educational and creative use.
Addressing Synthetic Biology and Biosecurity
Numbers
11 slides to change the world Miguel Sicart Computer Game Theory Spring 2005.
Explore > discover > learn Tim Price-Walker MissionMaker Project Manager Immersive Education Ltd Computer Games in Education RSC London - JISC Education.
ROLE OF SCIENCE AND TECHNOLOGY PARKS IN INDUSTRIALIZATION Isaac O. Nyambok University of Nairobi.
Massachusetts,
Game-based learning – The potential for Oil & Gas Industry 29th April 2014 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive.
Translating Research into Kickass Games The Story of Dark Dot.
WIPO Dispute Resolution in International Science & Technology April 25, 2005 Ann M. Hammersla Senior Counsel, Intellectual Property Massachusetts Institute.
04/16/2013T-550: Designing for Learning by CreatingSusan Lemont and Kevin Lau Learning is a social, collaborative, and diverse process that applications.
MCCWDTA Sharing Blended Learning Strategies Barbara Treacy January 15, 2014 Massachusetts Community Colleges and Workforce Development Transformation Agenda.
Tapping the Potential of Libraries Spotting New Efforts to Assist Early Childhood Programs and Elementary Schools Lisa Guernsey, Early Education Initiative.
Daena J. Goldsmith, Professor & Chair Rhetoric & Media Studies Teaching with Social Media.
Is thinking that questions assumptions. It is a way of deciding whether a claim is always true, sometimes true, partly true, or false. Critical thinking.
"Hunger games genre". Genre   
HOW TO STUDY VIDEO GAMES Major Themes to be Explored in this Course: Art vs. Industry Narrative vs. Gameplay Sensitivity vs. Insensitivity Fun vs. Analysis.
Design and Development of Educational Technology Massachusetts Institute of Technology.
Beyond Balancing: Using Five Elements of Failure Design to Enhance Player Experiences »Jesper Juul » »Singapore-MIT GAMBIT Game Lab,
Computers as Mindtools by David Jonassen Summary by David Jonassen Computers can most effectively support meaningful learning and knowledge construction.
The Serious Computer Games LLP Leonardo da Vinci TOI project SCOGATT TEACHER TRAINING MATERIAL.
Jumpstart Your Creativity Shaping Your Ideas Into Games.
CCT300 – Critical Analysis of Media CCT300 – Labs New media genres Week 3.
Linking With Your Community’s Emergency Planning Program Capt. Gerry Mahoney LEPC Coordinator City of Cambridge.
Visioning process Followed by the visioning exercise: what do we want transport to be like in 2055 To focus on themes such as: – How will we travel? –
Massachusetts Institute of Technology. Index A) The M.I.T - History - Geographical situation - Type of institute B) Research Activities and Partnerships.
+ Tooling CDIO with Mathemaitca Drafted by Ben Koo
1 Research Centers in Computer Science: A New Way of Doing Science Fred Roberts, DIMACS, Rutgers University.
UNITED WORKERS OF ELECTRONICS & ELECTRICAL INDUSTRIES Union Report: Promoting Sustainable Industry and Workplace in Singapore Electronics Industry.
New Literacies GRDG 620 Dr. Gloria E. Jacobs. Agenda  Literacy Department Check-in 4:40 - 5:00  “A Life Outside” 5:00 - 6:00  Break & Group discussions.
Welcome to the Cross-Cultural Rhetoric Workshop. “Madrid” by Newsgaming “simulation meets political cartoon” /
Tennessee’s STEM Strategic Plan Summary. Executive Summary Will Tennessee have the competitive and skilled workforce it needs to prosper in a STEM-driven.
PBS LearningMedia Research azpbs.org/educator. How does America’s largest classroom impact learning?
What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee.
Let the Games Begin Debbie Sharp and Sue Smith GAMING IN INFORMATION LITERACY.
ENGLISH MEDIA LITERACY: A COLLABORATIVE PROJECT TO TEACHING READING Report Author: Nguyen Van Huy Institution: Hue University-College of Foreign Languages.
Artec new media literacy Frank Boyd arts technology centre BBC future development
Key Characteristics of Participatory Learning 1. Well Defined Objectives: Participatory learning requires setting, clarifying objectives with the students,
Did you know…? Brought to you by the “Fun and Games Committee” May 11, 2009.
10-1 人生与责任 淮安工业园区实验学校 连芳芳 “ 自我介绍 ” “ 自我介绍 ” 儿童时期的我.
MCCWDTA Sharing Blended Learning Strategies Barbara Treacy January 15, 2014 Massachusetts Community Colleges and Workforce Development Transformation Agenda.
Doing Online Relearning through Information Skills (DORIS): Contributions for information literacy programs Juan D. PhD.
The Experience Rises Out of a Game ICS 61 – Winter, 2015.
Psychosocial Effects of Violent Media on Elementary Age Children
Presentation by José Parra, Consultant
Xinmin SECONDARY Mathematics DEPARTMENT
Transforming School from the Inside Out
Yahoo Mail Customer Support Number
Most Effective Techniques to Park your Manual Transmission Car
How do Power Car Windows Ensure Occupants Safety
مراجعة عامة.
ريكاوري (بازگشت به حالت اوليه)
A guide to Literary Analysis
Industrial Training Provider ,
THANK YOU!.
© University of Cambridge
Learning In and From Fab Labs
Thank you.
Thank you.
Teaching and Technology
Game Theory Solutions 1 Find the saddle point for the game having the following payoff table. Use the minimax criterion to find the best strategy for.
Structure diagrams for lab 13
Computer-Mediated Activity
Presentation transcript:

Abe Stein Singapore-MIT GAMBIT Game Lab Massachusetts Institute of Technology Cambridge, MA

What is GAMBIT? Game Research Laboratory at MIT Collaboration with government of Singapore Media Development Authority Train Singaporean and MIT students to make games Conduct design research, player studies, game criticism, theorizing, and study industry best practices

We make serious games.

Game Studies Today Should we study games or players? Game Studies Platform Studies Procedural Rhetoric Genre Study Formalism HCI Player Studies Player Experience Transfer Effect Game Culture Literacy Participatory Culture

Game Studies Today Serious games are largely supported and developed based on ontological theories of games, and on research studying the effects of play.

What now? We must reinvest in studying how players experience games. We must problematize current assumptions about serious games, and the way players engage them.

gambit.mit.edu