possibilities for a formal Renaissance-Man-Liberal-Arts education remain limited to the elite. The average, or common, student is encouraged to choose majors and institutions that track into a specialized vocation.
MincraftEDU and SimCityEDU provide flexible options for integrating familiar games with traditional classroom curriculum.
The ability to apply knowledge across disciplines is important, but it is not enough. It is important to combine that knowledge with strong social and emotional skills that serve as the foundation for good citizenship in the 21st Century.
The FAA’s position is as simple as it is inane. If a realtor films buildings for fun using a remote controlled quadcopter that’s legal. But if she takes that same quadcopter and films buildings as part of her job, that is illegal. If a farmer flies a model aircraft over his cornfield doing barrel rolls and loops, that’s legal. But if he uses the same model airplane to determine how to conserve water or use less fertilizer that’s illegal. This is government regulation at its worst.
The FAA decision is a reversal from the initiatives entertained at different universities:
Drone Technology Advancements Yield New Education Opportunities
\three areas that generally get neglected in school: architecture, animation and game design.
students create their own games using these concepts. They may choose from several programming platforms, including Beta, Kandu, Flowlab, Unity, Atmosphir, Gamestar Mechanic and Game Maker. Some of these require knowledge of coding; others are almost purely visual.
What if teachers used video games as texts? Let’s think about how we might teach kids to think critically about the underlying messages in commercial games and how we might leverage video games for their ability to engage students and provoke conversation.
At the moment, there’s far too little critical examination of video games happening in school. We take it for granted that we should teach our students how to read books interpretively, how to analyze movies, and how to read the newspaper critically. But all too often we overlook video games as a meaningless triviality.
If you build it …? One campus’ firsthand account of gamification in the academic library http://crln.acrl.org/content/74/4/208.full
Straight from CRL News
SCVNGR as a platform was attractive to us for several reasons, including UCSD’s experience. First, it incorporated gaming into students’ experience of the library, which has been widely explored and recommended as a way to engage library patrons.2,3 Second, it would enable us to connect with students early in the year without needing to commit personnel to lengthy tours and other scheduled services during a busy time.