Monday, March 2, 2015
Game Based Learning The 21st Century Learning Appoach
"Herein lies a moral about how videogames are influencing higher education. To learn more about videogames in academe, Joel Foreman sought out the insights of five leading-edge thinkers in the field: James Paul Gee, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Sawyer. All five had traveled to San Jose, California, in March 2004 for the Serious Games Summit at the annual Game Developers Conference. They discussed the following six topics:
- The dysfunctions of conventional instruction
- The power of simulations
- The importance of game-based learning communities
- The reasons videogames promise a better learning future
- The changes necessary for the new paradigm to take hold
- The practical steps that colleges/universities and influential academics can take to move institutions down the trail blazed by USC and others.
He spoke with each of the five individually, culled their comments from several hours of recordings, and then combined the comments to simulate the continuity and interaction of a group discussion. He has also asserted some editorial license to eliminate the infelicities and redundancies of speech."
If you are interested in understanding the future of education in 21st century, and how game-based learning might influence it, this article or opinions by these five (5) experts, is certainly something you should read and digest !
Friday, February 27, 2015
Game based Learning An x Learn Perspective Paper
Link to Game-based Learning paper (620 KB PDF file. By Kurt Squire, University of Wisconsin-Madison)
Funded by the e-Learning Consortium
"(Executive Summary) Interactive digital media, or video games, have emerged as a powerful new economic, cultural, and now educational force. Games are now a multi-billion dollar industry, and new conferences, journals, and research initiatives are all competing to become the home of serious gaming. But when most people think of educational games, they think of Reader Rabbit, Math Blaster, or quiz games. Others see todays games and assume that theyre primarily about fancy graphics. In truth, games are much more powerful; they provide situated experiences in which players are immersed in complex, problem solving tasks. Good games teach players more than just facts; they provide ways seeing and understanding problems and, critically, supply opportunities to become different kinds of people.
This study takes these theoretical notions of situated learning through game play and shows how a new generation of serious games coming out of (perhaps oddly) business strategy, advergaming, and entertainment gaming all share common features that point to a future paradigm for e-Learning. Most critically for instructional designers, the movement toward serious games challenges us to rethink fundamental assumptions about instructional design."
Have fun reading! Thanks Kurt Squire and the e-Learning Consortium for sharing this paper with the rest of the world!
Tuesday, February 17, 2015
Just Cause 1 PC Game Full Version

Just Cause has all of the makings of a great sandbox game. It has a vibrant, open world with a multitude of environments to explore. There are a huge number of side quests to keep you occupied along with a slew of vehicles and weapons to aid you in your quest to see everything and blow it up. The trouble is that the deeper you delve into the game, the more shallow everything gets and the more prevalent the bugs and faults in the game become. There is fun to be had with Just Cause, but it doesnt last long enough to warrant more than a rental.
Just Cause shows that it was designed around the console experience. For starters, maneuvering the vehicles is awkward using a keyboard and mouse. Further, the console versions have huge targeting help with a lock on system for every enemy and vehicle in the game. The PC version removes this while youre on the ground, but retains it while youre in the air trying to grapple onto a vehicle or using a stationary turret gun. There isnt any option to adjust this, so the easy run and gun gameplay that adds to the over-the-top feel of the console experience is lacking here.
Just Cause puts players in the role of Rico Rodriguez, a debonaire CIA agent with a flair for capturing the hearts of women everywhere and the skills needed for regime change. Rico doesnt exactly work as a behind-the-scenes operator. You wont be brokering deals or throwing silent support to pro-US dissenters. Nope. The powers that be prefer to send Rico in to destroy weapons caches, publicly assassinate people, and generally cause as much chaos as possible.
Now were not sure exactly how long it actually takes to topple a dangerous government in real life. If the government of the fictitious San Esperito can be taken as an example, then the entire process takes 21 missions and can be completed in about six hours. That is, of course, if those doing the regime change ignore all of the side quests.
Most people that enjoy sandbox style games probably wouldnt set out to ignore the side quests. Thats half the point of playing a game like Just Cause. Youre given a huge jungle world with a loose set of goals for you to pursue at your leisure. The problem with Just Cause, though, is that there really isnt any incentive to explore the world and try out the various side quests that are available. The main reason for this is that the side quests presented just arent engaging, especially compared to the story missions. Exploring the world can be fun and there is a lot to see and cool ways to see it. But if youre not actively working on quests, then all youve got is sightseeing and vehicle hopping.
There are a number of different side quests, some of which are entertaining for a short amount of time while others seem like they were only placed in the game because other sandbox style games have something like them. The prime example of this is the racing missions. What racing has to do with regime change is beyond us, but its in all of the other games like Just Cause so it may as well be here. Too bad youre not actually racing in these side quests. All you do is drive from one checkpoint to the next under a very forgiving time limit. No competition rides alongside you. The only difficult part of these racing missions is finding the next checkpoint which isnt always obvious. Read more
System requirements:
Windows 2000/XP
MINIMUM
Pentium IV 1.4GHz or AMD AthlonXP 1700+ Processor
64MB GeForce4 TI4200 or ATI 9500 Video Card
512MB RAM
16-Bit DirectX 9.0C Compatible Sound Card
5.8GB Hard Disk Space
RECOMMENDED
Pentium IV 2.8GHz Athtlon 64 Series
256MB NVidia GeForceT 7 Series+ Video Card
Sound Blaster X-Fi Series Sound Card
Screen Shots: Click on the image to view large screen
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click to begin
500 MB
Wednesday, February 11, 2015
Pirates of the Caribbean at worlds end PC Game Full version

Pirates of the Caribbean: At Worlds End for the Nintendo DS is an action adventure game patterned after the film of the same name. The game lets you control three of the main protagonists as you jump and stab your way through 30-some levels that loosely follow the progression of the movie. Fans of the movie franchise will appreciate how the 3D graphics bring places like The Black Pearl and Davy Jones Locker to life, and also how the games designers have taken care to concoct a balanced mix of sword fighting, swashbuckling acrobatics, and stylus-based minigames. Furthermore, anyone that was disappointed by the DS version of Dead Mans Chest should be pleased to learn that At Worlds End looks nicer and is more involved than that earlier game was.
Youll have your choice of Elizabeth Swann and Will Turner during the first dozen levels, but a trip to Davy Jones Locker eventually makes Captain Jack Sparrow available for the remainder. The games story is generally faithful to the films, although some events have been shuffled and some new plot points were created to cram more traveling and dueling into the overall journey. While the graphics are rendered in 3D, the action is 2D. The camera usually follows your characters movements from left to right like a typical 2D side-scroller, but the camera perspective will occasionally switch to a behind-the-back view when you climb ladders or walk deeper into the background.
Getting through each level involves a fair amount of acrobatics in the form of jumping between platforms, climbing ladders, sidling across overhangs, and swinging between ropes. Youll also frequently make use of helpful items, such as a bamboo pole, torch, and grappling hook. Breaking open crates and barrels will give you coins, health refills, and different special weapons that you can unleash on enemies. As you make your way through a level, youll encounter pirates and other armed foes that you can do battle with. By pushing the buttons, you can make your character block, jump, and chain together attacks using a sword. Before an enemy lunges in with an attack, an icon will appear indicating that you can perform a stylish counterstrike by tapping the X button. Solitary foes can be dealt with by repeatedly mashing the attack button, but fights against two or three opponents require a strategic mix of blocks and counterstrikes. Youll "die" if you run out of health or fall into the water. On the whole, the game isnt all that challenging. There are some tricky jump sequences and hectic battles here and there, but checkpoints are plentiful and you can continue as often as you need to. Read more
System Requirements:
Windows XP/Vista
MINIMUM
Pentium 4 or AMD Athlon 1.5GHz Processor
256MB RAM
1.4GB Hard Disk Space
64MB DirectX compatible 3D Video Card with Hardware T&L
DirectX compatible Sound Card
DirectX 9.0c
DVD-ROM Drive
RECOMMENDED
Pentium 4 or AMD Athlon 1.8GHz Processor
512MB RAM
128MB 3D Video Card
Screen Shots: Click on the image to view large screen
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click to begin
180 MB