Gamespot has a guide for understanding HDTV, particularly in how the newer technologies apply to gaming on the new Playstation3. The guide gets rid of a lot of the jargon and is easy to understand, even if you’re not into games.
A new generation is upon us and like many, we are not prepared. Many of you have heard of this thing called HDTV and are wondering if itâ€™s worth all the hype. The simple answer is yes. HDTV creates an image so amazing and so clear that it can be compared to going from black and white to color. Although, the technology is still developing, itâ€™s still a good idea to understand some the key aspects of this new generation and this is where this guide comes in. It will cover the most important elements of HD and give you an edge over others when finally buying the TV.
The use of computer and video games for learning – a review of the literature by Alice Mitchell and Carol Savill-Smith.Â I haven’t read this yet, but it appers to be an interesting read.Â From the summary:
The use of recreational computer and video games, particularly by young people, is commonplace. It is often suggested that playing these games can also have educational value. This review synthesises the key messages from past research studies which have considered how and why both recreational and educational computer games have been used for learning and the impact of their use on young people. Other areas of investigation include young people’s experiences and performances and preferences in using such games. Finally some recommendations are made concerning the planning and design of the future ‘edugames’.
The article is available here.Â Upon arriving at the page, click on the button to download the article.Â If you do not want to register an account, simply click on “Continue without registering” to retrieve the article.
Digital Game-based Learing: It’s Not Just the Digitial Natives that Are Resless is a very interesting article in the March/April issue of Educause Review. The author, Richard Van Eck, outlines:
why DGBL is effective and engaging, how we can leverage those principles to implement DGBL, how faculty can integrate commercial off-the-shelf (COTS) DGBL in the classroom, what DGBL means for institutional IT support, and the lessons we can learn from past attempts at technological innovations in learning.
html version and PDF version are both available.
Link via Bibliographic Gaming.
I’ve been doing a little reading on the impact of gaming on today’s learners. In the process, I’ve stumbled across a couple of blogs that are about gaming and libraries.
Game On: Games in Libraries “strives to keep librarians up to date on gaming with convenient one-stop shopping for all your gaming news and information.”
Bibliographic Gaming, a brand-new blog, hopes to “gather a community of librarians together who are interested in using games (digitial games, in particular) to teach information literacy skills.” If you’re interested, check out the site and let the authors know you’d like to contribute.