Games for charity - The Humble Indie Bundle
A great project worthy of support, to www.wolfire.co m are five very good independent games offered and that the price determined by each purchaser.
Half of the revenue goes to childsplay , an organization organized in hospitals and similar body games for the children. Not only video games but also games, books and toys.
A wonderful idea that all gamers should be worth a few bucks, alone Goo and Aquaria are worth every franc.
Thursday, May 6, 2010
Wednesday, May 5, 2010
Hematoma Following Wisdom Teeth
Creative Play-Gaming
computer games have become indispensable in the daily lives of children and adolescents. Even if in the public debate about computer games is still the subject of violence and addiction in the foreground, schools and parents understand more and more the importance of engagement with young people and their computer games. But start where? The adolescents adapt the games and online capabilities much faster and the adults know little about the computer games, are overwhelmed or have reservations about new media.
This is the initiative of Creative Gaming. It shows students, adults, teachers and educators practical ways to get creative and thereby also critically engage with the medium. Teachers, teacher educators and teachers get to know not only the play structures, but also receive incentives and ways in which these games can be integrated into the classroom.
If students decide jointly during a lesson with Creative Gaming, that in a first person shooter should be shot, rehearse sixteen year old boys in front of the classroom, a dance choreography and students who are otherwise reluctant to suddenly take the lead, so on end of the set of a first-person shooter to the vaudeville theater, then have all the social, cultural and creative sector learned something.
Following the successful implementation of 20 workshops in Berlin and Brandenburg schools in 2009, will be offered again this year in October and November workshops again. With the completion of a workshop, the binding participation goes to play10 - 3rd Festival for creative computer games of 2-4. December in Potsdam accompanied, where the results are presented in the workshops.
computer games have become indispensable in the daily lives of children and adolescents. Even if in the public debate about computer games is still the subject of violence and addiction in the foreground, schools and parents understand more and more the importance of engagement with young people and their computer games. But start where? The adolescents adapt the games and online capabilities much faster and the adults know little about the computer games, are overwhelmed or have reservations about new media.
This is the initiative of Creative Gaming. It shows students, adults, teachers and educators practical ways to get creative and thereby also critically engage with the medium. Teachers, teacher educators and teachers get to know not only the play structures, but also receive incentives and ways in which these games can be integrated into the classroom.
If students decide jointly during a lesson with Creative Gaming, that in a first person shooter should be shot, rehearse sixteen year old boys in front of the classroom, a dance choreography and students who are otherwise reluctant to suddenly take the lead, so on end of the set of a first-person shooter to the vaudeville theater, then have all the social, cultural and creative sector learned something.
Following the successful implementation of 20 workshops in Berlin and Brandenburg schools in 2009, will be offered again this year in October and November workshops again. With the completion of a workshop, the binding participation goes to play10 - 3rd Festival for creative computer games of 2-4. December in Potsdam accompanied, where the results are presented in the workshops.
Tuesday, May 4, 2010
The Beste Of Zoofilia
combines an initiative of the gaming industry
computer games have become a mass medium. For many young people are the most important medium of all. And increasingly, for adults: More than 22 million people play computer in Germany. But for many gaming is still fraught with fear of contact or at least raises many questions.
not just kids and teens to play, but adults and older people. The computer game scene includes all genders and age groups. The fact that gaming can make not only fun, but also continue their education, is a genre of computer games, and of growing importance: the so-called "serious games". These serious games are an educational opportunity to convey knowledge through playful activities. In addition, you sit alone in front of today no longer solely the computer or the console, but is a global network or playing with friends! Warn www.spieler you under-verbindet.de, the site of the Federal Association of Interactive Entertainment Software, such as "Play" combines.
this would be to promote the discussion of educational games a highly profitable investment in the future not only of children but also of schools, says James Paul Gee of the University of Wisconsin. He argues that computer games are not only in schools but the school itself can benefit from them.. "To play a computer game, you have to learn it And computer games are becoming more complicated is why it is the commercial success of a game center that relies on the good learning principles. functionalities good computer games to play, the students today are often better than those in the schools they attend. "
Gee has studied what makes the learning principles of games so effective. Elemental is, for example, that games their players a fearless provide space for learning: "You can go into a game high risk, because the consequences are much less dangerous than in real life. . Those who failed in digital learning, can always reload his game "also make good games with their learning requirements always exactly on the skill of the player:" A good computer game moves with his demands on the players still at the upper limit of that what the player can, so he challenged but not overwhelmed feeling. "If I go in" Mario Kart "the field, it makes the game more difficult for me by giving me the weakest power-ups. I fall behind the others, it gives me very strong extras and makes it a little easier. A total of 36 such learning principles is Gee discovered in computer games and demands that schools may be aspects from them something.
computer games have become a mass medium. For many young people are the most important medium of all. And increasingly, for adults: More than 22 million people play computer in Germany. But for many gaming is still fraught with fear of contact or at least raises many questions.
not just kids and teens to play, but adults and older people. The computer game scene includes all genders and age groups. The fact that gaming can make not only fun, but also continue their education, is a genre of computer games, and of growing importance: the so-called "serious games". These serious games are an educational opportunity to convey knowledge through playful activities. In addition, you sit alone in front of today no longer solely the computer or the console, but is a global network or playing with friends! Warn www.spieler you under-verbindet.de, the site of the Federal Association of Interactive Entertainment Software, such as "Play" combines.
this would be to promote the discussion of educational games a highly profitable investment in the future not only of children but also of schools, says James Paul Gee of the University of Wisconsin. He argues that computer games are not only in schools but the school itself can benefit from them.. "To play a computer game, you have to learn it And computer games are becoming more complicated is why it is the commercial success of a game center that relies on the good learning principles. functionalities good computer games to play, the students today are often better than those in the schools they attend. "
Gee has studied what makes the learning principles of games so effective. Elemental is, for example, that games their players a fearless provide space for learning: "You can go into a game high risk, because the consequences are much less dangerous than in real life. . Those who failed in digital learning, can always reload his game "also make good games with their learning requirements always exactly on the skill of the player:" A good computer game moves with his demands on the players still at the upper limit of that what the player can, so he challenged but not overwhelmed feeling. "If I go in" Mario Kart "the field, it makes the game more difficult for me by giving me the weakest power-ups. I fall behind the others, it gives me very strong extras and makes it a little easier. A total of 36 such learning principles is Gee discovered in computer games and demands that schools may be aspects from them something.
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