Isea2004 – 2

Collaboration between researchers, artists, scientists and businesses is expected over the event. Among the delegates will be Katherine Morawaki from NTRG (Networks and Telecommunications Research Group, Ireland), who will present design concepts related to fashion and technologies, emerging communication infrastructures, networks and the body.The cruiser ferry itself will host 20 installations, around 10 performances, interactive games and numerous DJ and live acts as it sails from Helsinki to Stockholm and on to Tallinn via the Åland islands. Delegates on board include:

*Kelly Dobson from MIT Media Lab USA (Machine Therapy project in the gym)
*Tuomo Tammenpaa, Finland (Float, a locative sound installation)
*Tamas Szakala, Hungary (who will turn the ship into a play-head by translating GPS coordinates, distance to islands, depth, direction and speed to a slowly developing soundscape).

Tallinn and Helsinki keynotes include Arturo Escobar (University of North Carolina, USA), Sarah Kember (Goldsmith College, UK), Joanna Berzowska (Concordia University, UK), Michel Maffesoli (Sorbonne, France), Shuddhabrata Sengupta (Sarai New Media Initiative, India), Erkki Huhtamo (UCLA, USA), Wendy Hui Kyong Chun (Brown University, USA), and Matthew Fuller (Piet Zwart Institute, the Netherlands).

Dates:
ISEA2004 Cruise: August 15-17
ISEA2004 Tallinn: August 17-19
ISEA2004 Helsinki: August 19-22

For more details:
www.isea2004.net

For group bookings, contact:
Mika Minetti
mailto:mika@isea2004.netmika@isea2004.net
+358 40 719 2280.

Isea 2004 Conference And Ferry Ride

Dates:
ISEA2004 Cruise: August 15-17
ISEA2004 Tallinn: August 17-19
ISEA2004 Helsinki: August 19-22

Details:
The ISEA2004 Symposium is an interdiscpilinary event taking in the Northern European capitals of Estonia and Finland and showcasing technological and artistic innovations from media labs from all over the world. This event is probably unique this year in that it is really two events connected by a ferry! The full conference and accomodation package includes two nights on the Silja Opera cruiser ferry from Talinn to Helinki, plus breakfasts, buffet dinners with wine and beer, and an entertainment event over 3 stages over 2 nights with 25 DJs as well as entry to both conferences.

Collaboration between researchers, artists, scientists and businesses is expected over the event. Among the delegates will be Katherine Morawaki from NTRG (Networks and Telecommunications Research Group, Ireland), who will present design concepts related to fashion and technologies, emerging communication infrastructures, networks and the body.The cruiser ferry itself will host 20 installations, around 10 performances, interactive games and numerous DJ and live acts as it sails from Helsinki to Stockholm and on to Tallinn via the Åland islands. Delegates on board include:

*Kelly Dobson from MIT Media Lab USA (Machine Therapy project in the gym)
*Tuomo Tammenpaa, Finland (locative sound installation, Float
*Tamas Szakala, Hungary (who will turn the ship into a play-head by translating GPS coordinates, distance to islands, depth, direction and speed to a slowly developing soundscape).

Tallinn and Helsinki keynotes include Arturo Escorbar (University of North Carolina, USA), Sarah Kember (Goldsmith College, UK), Joanna Berzowska (Concordia University, UK), Michel Maffesoli (Sorbonne, France), Shuddhabrata Sengupta (Sarai New Media Initiative, India), Erkki Huhtamo (UCLA, USA), and Wendy Hui Kyong Chun (Brown University, USA).

For more details:
www.isea2004.net

For group bookings, contact:
Mika Minetti
mailto:mika@isea2004.netmika@isea2004.net
+358 40 719 2280.

Isea2004

Collaboration between researchers, artists, scientists and businesses is expected over the event. Among the delegates will be Katherine Morawaki from NTRG (Networks and Telecommunications Research Group, Ireland), who will present design concepts related to fashion and technologies, emerging communication infrastructures, networks and the body.The cruiser ferry itself will host 20 installations, around 10 performances, interactive games and numerous DJ and live acts as it sails from Helsinki to Stockholm and on to Tallinn via the Åland islands. Delegates on board include:

*Kelly Dobson from MIT Media Lab USA (Machine Therapy project in the gym)
*Tuomo Tammenpaa, Finland (Float, a locative sound installation)
*Tamas Szakala, Hungary (who will turn the ship into a play-head by translating GPS coordinates, distance to islands, depth, direction and speed to a slowly developing soundscape).

Tallinn and Helsinki keynotes include Arturo Escobar (University of North Carolina, USA), Sarah Kember (Goldsmith College, UK), Joanna Berzowska (Concordia University, UK), Michel Maffesoli (Sorbonne, France), Shuddhabrata Sengupta (Sarai New Media Initiative, India), Erkki Huhtamo (UCLA, USA), Wendy Hui Kyong Chun (Brown University, USA), and Matthew Fuller (Piet Zwart Institute, the Netherlands).

Dates:
ISEA2004 Cruise: August 15-17
ISEA2004 Tallinn: August 17-19
ISEA2004 Helsinki: August 19-22

For more details:
www.isea2004.net

For group bookings, contact:
Mika Minetti
mailto:mika@isea2004.netmika@isea2004.net
+358 40 719 2280.

Cool As Ice – 2

The resources/courses/index.php?article_number=13Higher National Certificate in Interactive Computer Entertainment(ICE) programme began in September 2003. An introduction to game programming – with classes in C++, 2D graphics and engine tools, mathematical concepts and techniques – progressed to 3D graphics, music production, and a journey into the heart of Torc’s Instinct Engine. “I enjoyed the course’s design aspects, in particular,” said graduate Emma Robinson. “From researching games to creating final models, levels, etc. It was rewarding to see the game evolve from ideas to something that you could actually walk around in.”

“The course offered a taste of all aspects of the computer game industry, from business through to 3D Modelling,” continued Sean Ward. “The most enjoyable aspect was the inclusion of a project in which we created a basic tech demo in tandem with our course subjects. This created a real world scenario as it highlighted the importance of pre-planning, in research and in creating an efficient game design document. It allowed us to apply each topic of the course practically and gave a real insight into the work and effort that is needed to create an enjoyable (and profitable) gaming experience.”

Robbie Hegarty had been negotiating the slippery path to ICE as far back as the mid-1990’s. At that time, he sought funding via Northern Ireland’s Peace Programme. Although the proposal reached economic appraisal it was eventually turned down because, at £20,000stg a workstation, the Programme’s pockets simply weren’t deep enough. Last year’s HNC was eventually bankrolled by Co-Operation Ireland using Peace II money.

“For years all I’ve done is apply for outside funding,” said Robbie. “The set-up costs for equipment, space and staff training, are very expensive. There was also cynicism about the nature of the course. People who were to approve this project were saying, Games? What do you want to be making games for? The initial programme was called GAP – Games Application Programming – so I ended up removing the word games and calling it Interactive Computer Entertainment. As soon as I did that, I got funded!”

According to another graduate, Kyle Gilmore, Robbie was decisive in ICE’s success. “I think one of the main requirements for the course is enthusiasm, Robbie certainly has a lot and that helped drive most of us on when the workload was piling up.”

Torc’s Instinct Engine proved a crucial element to ICE’s structure. Instinct is at the standard of Doom III’s engine, yet currently costs about €2m less, and gave the students first-hand knowledge of a technology likely to cause major ripples in the market. The Torc team are also based in nearby Donegal, which proved helpful in terms of advice and support. This mutual arrangement between developer and educational institute also sends a message to the rest of the world: not only does the North West of Ireland offer one of the finest game engines, but it’s also nurturing experts who can use it.

“The first time I saw the tech demo Torc did for Havok I was blown away,” said Kyle Gilmore. “The engine was great to work with, even though it wasn’t a finished version we were using. I think the problem most people in the class had was that after seeing the tech demos we were trying to make levels that looked really, really good and weren’t concentrating on gameplay. It’s all a learning process though. I thought the xml integration for impact sounds; lighting etc. was easy to use, though I understand they’re working to make it even more user friendly.”

The upcoming incubation project is a brave attempt to bring contracts into Ireland (in line with Torc’s Engine), and create an indigenous industry much like the one Scotland’s Dundee currently enjoys. At a cost of £50,000stg per person – funded by business support – it is a colossal capital venture. However, both Robbie and the students are quietly confident.

“During the course we all realised that our level of skill was extremely high,” contended Sean. “If not yet at a professional level, then definitely a stone’s throw away from it. The incubation will give us a chance to hone these skills and I expect some very rewarding work to be produced both visually and financially. I also expect that the success of the incubation will encourage growth and co-operation within the sector in the North West.”

A new intake of students will start the HNC course in September, alongside a new feeder course called CREAM (Computer Rendered Entertainment and Animated Media) for students at National Certificate Level. Under a new Northern Irish Peace scheme, the Institute is also receiving £50,000 in funding for the creation of a game to be handed out to schools in promotion of peace and reconciliation.

The graduates are vocal about the course’s teething problems and are quick to propose ways in which it might be improved. Suggestions include a module on planning the development of a game, more in-depth level editing and character modelling. Guest speakers from within the industry were also considered a bonus.

Kyle Gilmore is quick to add that, on the whole, the course proved a huge success. “It’s given me great base knowledge as regards getting into and working in the games industry. I use the analogy of people who are really good at, say, 3D modelling. It has probably taken them years to get to the standard they’re at, but if you put them in front of a level editor they probably wouldn’t be as good as someone who has been concentrating on level design for the same amount of time. Anyone who has passed the ICE course can work well in all fields… It’s certainly given me the base knowledge to pursue a career in the games industry.”

Anyone interested in ICE or CREAM, contact: http://www.nwifhe.ac.uk/www.nwifhe.ac.uk/

The North West Institute of Further & Higher Education is hosting IGDA’s Awakenings 04 event in October. For more info. on this event keep an eye on the IGDA’s thread on the forums. See
community/forums/forumdisplay.php?s=&forumid=13here

Cool As Ice

The resources/courses/index.php?article_number=13Higher National Certificate in Interactive Computer Entertainment(ICE) programme began in September 2003. An introduction to game programming – with classes in C++, 2D graphics and engine tools, mathematical concepts and techniques – progressed to 3D graphics, music production, and a journey into the heart of Torc’s Instinct Engine. “I enjoyed the course’s design aspects, in particular,” said graduate Emma Robinson. “From researching games to creating final models, levels, etc. It was rewarding to see the game evolve from ideas to something that you could actually walk around in.”

“The course offered a taste of all aspects of the computer game industry, from business through to 3D Modelling,” continued Sean Ward. “The most enjoyable aspect was the inclusion of a project in which we created a basic tech demo in tandem with our course subjects. This created a real world scenario as it highlighted the importance of pre-planning, in research and in creating an efficient game design document. It allowed us to apply each topic of the course practically and gave a real insight into the work and effort that is needed to create an enjoyable (and profitable) gaming experience.”

Robbie Hegarty had been negotiating the slippery path to ICE as far back as the mid-1990’s. At that time, he sought funding via Northern Ireland’s Peace Programme. Although the proposal reached economic appraisal it was eventually turned down because, at £20,000stg a workstation, the Programme’s pockets simply weren’t deep enough. Last year’s HNC was eventually bankrolled by Co-Operation Ireland using Peace II money.

“For years all I’ve done is apply for outside funding,” said Robbie. “The set-up costs for equipment, space and staff training, are very expensive. There was also cynicism about the nature of the course. People who were to approve this project were saying, Games? What do you want to be making games for? The initial programme was called GAP – Games Application Programming – so I ended up removing the word games and calling it Interactive Computer Entertainment. As soon as I did that, I got funded!”

According to another graduate, Kyle Gilmore, Robbie was decisive in ICE’s success. “I think one of the main requirements for the course is enthusiasm, Robbie certainly has a lot and that helped drive most of us on when the workload was piling up.”

Torc’s Instinct Engine proved a crucial element to ICE’s structure. Instinct is at the standard of Doom III’s engine, yet currently costs about €2m less, and gave the students first-hand knowledge of a technology likely to cause major ripples in the market. The Torc team are also based in nearby Donegal, which proved helpful in terms of advice and support. This mutual arrangement between developer and educational institute also sends a message to the rest of the world: not only does the North West of Ireland offer one of the finest game engines, but it’s also nurturing experts who can use it.

“The first time I saw the tech demo Torc did for Havok I was blown away,” said Kyle Gilmore. “The engine was great to work with, even though it wasn’t a finished version we were using. I think the problem most people in the class had was that after seeing the tech demos we were trying to make levels that looked really, really good and weren’t concentrating on gameplay. It’s all a learning process though. I thought the xml integration for impact sounds; lighting etc. was easy to use, though I understand they’re working to make it even more user friendly.”

The upcoming incubation project is a brave attempt to bring contracts into Ireland (in line with Torc’s Engine), and create an indigenous industry much like the one Scotland’s Dundee currently enjoys. At a cost of £50,000stg per person – funded by business support – it is a colossal capital venture. However, both Robbie and the students are quietly confident.

“During the course we all realised that our level of skill was extremely high,” contended Sean. “If not yet at a professional level, then definitely a stone’s throw away from it. The incubation will give us a chance to hone these skills and I expect some very rewarding work to be produced both visually and financially. I also expect that the success of the incubation will encourage growth and co-operation within the sector in the North West.”

A new intake of students will start the HNC course in September, alongside a new feeder course called CREAM (Computer Rendered Entertainment and Animated Media) for students at National Certificate Level. Under a new Northern Irish Peace scheme, the Institute is also receiving £50,000 in funding for the creation of a game to be handed out to schools in promotion of peace and reconciliation.

The graduates are vocal about the course’s teething problems and are quick to propose ways in which it might be improved. Suggestions include a module on planning the development of a game, more in-depth level editing and character modelling. Guest speakers from within the industry were also considered a bonus.

Kyle Gilmore is quick to add that, on the whole, the course proved a huge success. “It’s given me great base knowledge as regards getting into and working in the games industry. I use the analogy of people who are really good at, say, 3D modelling. It has probably taken them years to get to the standard they’re at, but if you put them in front of a level editor they probably wouldn’t be as good as someone who has been concentrating on level design for the same amount of time. Anyone who has passed the ICE course can work well in all fields… It’s certainly given me the base knowledge to pursue a career in the games industry.”

Anyone interested in ICE or CREAM, contact: http://www.nwifhe.ac.uk/www.nwifhe.ac.uk/

The North West Institute of Further & Higher Education is hosting IGDA’s Awakenings 04 event in October. For more info. on this event keep an eye on the IGDA’s thread on the forums. See
community/forums/forumdisplay.php?s=&forumid=13here

European Games Network Trade Show – 2

This event, a spin-off from ITV’s Games Stars programme, will include software publishers, game developers, multimedia and gaming exhibits, educational software, wireless and mobile technology exhibits and packaging services.

Exhibitors include:
*Nokia N-Gage
*Electronic Arts
*Activision
*Vivendi Universal
*Blitz Games
*Rebellion
*Atari
*Elixir Studios
*IOMO

Dates and times: September 1 – 10:00 – 18:00
September 2 – 10:00 – 18:00
September 3 – 10:00 – 16:00

Cost: Standard £25 +vat for one day, £50 + vat for three days
‘Hub Club’ VIP tickets -£300 +vat

For more information, visit:
http://www.gamestarslive.co.uk/www.gamestarslive.co.uk

‘Getting Back To Business’

Dates and times: September 1 – 10:00 – 18:00
September 2 – 10:00 – 18:00
September 3 – 10:00 – 16:00
Event: European Games Network trade show
Location: ExCeL, London Docklands
Cost: Standard £25 +vat for one day, £50 + vat for three days
‘Hub Club’ VIP tickets -£300 +vat

This event, a spin-off from ITV’s Games Stars programme, will include software publishers, game developers, multmedia and gaming exhibits, educational software, wireless and mobile technology exhibits and packaging services.

Exhibitors include:
*Nokia N-Gage
*Electronic Arts
*Activision
*Vivendi Universal
*Blitz Games
*Rebellion
*Atari
*Elixir Studios
*IOMO

For more information, visit:
http://www.gamestarslive.co.uk/www.gamestarslive.co.uk

European Games Network Trade Show

This event, a spin-off from ITV’s Games Stars programme, will include software publishers, game developers, multimedia and gaming exhibits, educational software, wireless and mobile technology exhibits and packaging services.

Exhibitors include:
*Nokia N-Gage
*Electronic Arts
*Activision
*Vivendi Universal
*Blitz Games
*Rebellion
*Atari
*Elixir Studios
*IOMO

Dates and times: September 1 – 10:00 – 18:00
September 2 – 10:00 – 18:00
September 3 – 10:00 – 16:00

Cost: Standard £25 +vat for one day, £50 + vat for three days
‘Hub Club’ VIP tickets -£300 +vat

For more information, visit:
http://www.gamestarslive.co.uk/www.gamestarslive.co.uk

Learning By Playing – 2

Common wisdom says that the post-MTV generation needs constant and elevated levels of stimulation. But this generation can more appropriately be called the digital generation. Children today develop skills and capabilities compatible with constant exposure to computers and computer games, digital TV, DVDs, and iPods. For several years now, the technology-based learning and multimedia industry have invested many R+D hours and resources in video, rich media and game-based activities. Innovative education researchers have also realised the learning potential of computer games.

Whereas previously a game was used as a way of enticing students into a learning space, now the real learning potential of these games are being seriously explored. E-learning companies and ICT researchers once concentrated on the power of the technology itself but what really interests researchers of educational games is the interaction between the player and the context of technology. Researchers at the Centre for Society, Technology and Media (http://www.stem.dcu.ieSTeM) in DCU and research/group.php?id=4Media Lab Europe in the Digital Hub are looking into the very nature of play and the Centre for Research in IT in Education in TCD recently showcased their work – see http://www.cs.tcd.ie/research_groups/crite/this link). Game researchers are exploring the dynamics of complex player-game relationships. They are finding that there needs to be new definitions of learning in the digital age, as there are greater transformations in both player and the game environment than ever before during the act of play.

Multimedia educators and researchers build upon the work of Howard Gardner, who proposed in his theory of multiple intelligences that learners see the world in different ways when they engage in an educational activity. Each person has an individual scale of talent across these intelligences, some scoring higher on verbal ability, others on mathematical, or visual intelligences. Using various platforms and formats allows a greater number of students to choose the medium they want to use. Rich media computer games provide the necessary range across all these intelligences.

One challenge for the commercial sector is to maximise the power of play for certain types of content that suit this delivery. "There is a wide range of content that can be used successfully in game-based education," says Tony Kelly from Intel, whose R+D group worked on games concepts for the educational website www.skoool.co.uk, the British precursor to www.skoool.ie. "But it works best for adaptive learning systems, where students must figure things out while the game changes to suit their level of understanding. It doesn’t suit rote-learning." Kelly maintains that many in the educational software industry use the fact that people often learn despite themselves, in what is referred to by the new phrase du jour as ‘learning by stealth.’ "The trick is that the educational component is tied up in the story," Kelly says, and he picks out Hungry Red Planet, a nutritional game by Health Media Lab for special mention as a great example, as well the old favourite Civilisation.

James Gee, author of What Video Games Have to Teach Us About Learning and Literacy has referred to ‘stealth’ learning as "an activity where the learners are so caught up in their goals that they don’t realise they are learning, or how much they are learning, or where they actively seek new learning." The implication is that children learn by having fun and not realising the learning objectives. For example, in Where in the World is Carmen San Diego, the player learns history and geography in the process of being a detective searching for a missing person.

Stealth learning gets bad press, however. Among the charges are that it is a delusion which goes against accepted educational goals like reflexivity, and taking responsibility for learning. Shouldn’t learners be aware that they’re learning even when they’re having fun?

Peter Mee, CEO of Meedja Ltd., is unclear as to how exactly you could "con" someone into learning. "It’s a matter of perspective. If something is packaged and marketed as e-learning or training, I don’t see how it could be learning by stealth. Yes, gaming techniques may be used but this simply makes the material more palatable to the end user."

Another challenge for commercial development is that educational software tends to have a very modest production and marketing budget by comparison with the games industry. Meedja is currently developing an interactive 3D movie studio for 7-14 year olds with open architecture, based on the concept of "digital play". It provides many of the tools available in a real movie or TV studio such as adjustable cameras, lighting, scenery, and props and players can make their own animated 3D movies. On a question of market scale, Meedja can’t compete with movies and games. "The educational sector in Ireland is not large enough to support serious software development in this area", says Mee. "Teachers at primary and secondary level often bemoan the lack of Irish produced software for their sector but the reality is that it’s not commercially viable to produce quality software tailored to the Irish curriculum." Another aproach is pursued by DCU’s prospective/deginfo.php?classname=GEMMSc in Education and Training Management which trains teachers to program their own software to use in classrooms, including games.

There appears be common ground here though between the goals of entertainment and education. Intelligently designed games where learning is an integral part of the game has been part of computer games for a long time (such as Civilisation, mentioned above). Anyone who saw Ernest Adams give his lecture to the inauguration of the Irish chapter of the http://www.igda.org/ireland/International Game Developers Association(IGDA) last January will also remember how passionately he argued for more thought to be placed into game concept design. On the other side, as researchers understand more about the social and cognitive gains of playing games, there is more of an onus on teachers and educators to use games as part of their overall lesson plan, rather than wait for a magic bullet software or platform application that can be used as a centre point to every subject.

The bottom line is schoolroom technology like edutainment and electronic whiteboards are an important motivational tool and, lets face it, anything that injects more fun into maths or science is no bad thing. Collaborative ICT projects like terminalfour/SIPManager?descID=84Wired for Learning and the prospective/deginfo.php?classname=GEMMSc in Education and Training Management shown great student interest. But motivation is just one small part of the learning experience and there shouldn’t be an assumption that everyone dislikes the learning process. Broadly speaking, everyone likes to learn. It’s the subject and the way the subject is presented that turns students off. Education researchers must now focus on the multi-layered and fascinating new ways that ‘the digital generation’ acquire knowledge, ways that we haven’t thought about until now and, what’s more, ways of having fun doing it.

Padraig Murphy is currently doing doctoral research on science and technology education as part of the BioSciences and Society Group at DCU. Previously he was content development manager for an e-learning company.

Further information:

Theory:

Gros, B. 2003. The impact of digital games in education. First Monday. [Online]
Available from:http://www.firstmonday.dk/issues/issue8_7/xyzgros/http://www.firstmonday.dk/issues/issue8_7/xyzgros/

Gee, J. 2003. What video games have to teach us about learning and literacy. New York: Palgrave: Macmillan

Jenkins, H. 2004. Look, listen, walk. Available from:
articles/04/04/wo_jenkins040204.asparticles/04/04/wo_jenkins040204.asp

Lev Vygotsky: http://userwww.service.emory.edu/~eusher/quotes/vygotsky.htmlhttp://userwww.service.emory.edu/~eusher/quotes/vygotsky.html

US sites:

MIT Games-to-teach programme: http://www.educationarcade.org/gtt/http://www.educationarcade.org/gtt/

Marc Prensky website: writing/default.aspwriting/default.asp

Social Impact Games:

Irish sites:

Meedja Ltd. URL: www.meedja.com
email:
mailto:info@meedja.cominfo@meedja.com

CRITE: http://www.cs.tcd.ie/research_groups/crite/http://www.cs.tcd.ie/research_groups/crite/

Media Lab Europe: research/group.php?id=4research/group.php?id=4

Centre for Science, Technology and Media (SteM) http://www.stem.dcu.ie/www.stem.dcu.ie

MSc in Education and Training prospective/deginfo.php?classname=GEMprospective/deginfo.php?classname=GEM

Schools Integration Project and Wired for Learning
terminalfour/SIPManager?descID=84#terminalfour/SIPManager?descID=84#

Learning By Playing

Common wisdom says that the post-MTV generation needs constant and elevated levels of stimulation. But this generation can more appropriately be called the digital generation. Children today develop skills and capabilities compatible with constant exposure to computers and computer games, digital TV, DVDs, and iPods. For several years now, the technology-based learning and multimedia industry have invested many R+D hours and resources in video, rich media and game-based activities. Innovative education researchers have also realised the learning potential of computer games.

Whereas previously a game was used as a way of enticing students into a learning space, now the real learning potential of these games are being seriously explored. E-learning companies and ICT researchers once concentrated on the power of the technology itself but what really interests researchers of educational games is the interaction between the player and the context of technology. Researchers at the Centre for Society, Technology and Media (http://www.stem.dcu.ieSTeM) in DCU and research/group.php?id=4Media Lab Europe in the Digital Hub are looking into the very nature of play and the Centre for Research in IT in Education in TCD recently showcased their work – see http://www.cs.tcd.ie/research_groups/crite/this link). Game researchers are exploring the dynamics of complex player-game relationships. They are finding that there needs to be new definitions of learning in the digital age, as there are greater transformations in both player and the game environment than ever before during the act of play.

Multimedia educators and researchers build upon the work of Howard Gardner, who proposed in his theory of multiple intelligences that learners see the world in different ways when they engage in an educational activity. Each person has an individual scale of talent across these intelligences, some scoring higher on verbal ability, others on mathematical, or visual intelligences. Using various platforms and formats allows a greater number of students to choose the medium they want to use. Rich media computer games provide the necessary range across all these intelligences.

One challenge for the commercial sector is to maximise the power of play for certain types of content that suit this delivery. "There is a wide range of content that can be used successfully in game-based education," says Tony Kelly from Intel, whose R+D group worked on games concepts for the educational website www.skoool.co.uk, the British precursor to www.skoool.ie. "But it works best for adaptive learning systems, where students must figure things out while the game changes to suit their level of understanding. It doesn’t suit rote-learning." Kelly maintains that many in the educational software industry use the fact that people often learn despite themselves, in what is referred to by the new phrase du jour as ‘learning by stealth.’ "The trick is that the educational component is tied up in the story," Kelly says, and he picks out Hungry Red Planet, a nutritional game by Health Media Lab for special mention as a great example, as well the old favourite Civilisation.

James Gee, author of What Video Games Have to Teach Us About Learning and Literacy has referred to ‘stealth’ learning as "an activity where the learners are so caught up in their goals that they don’t realise they are learning, or how much they are learning, or where they actively seek new learning." The implication is that children learn by having fun and not realising the learning objectives. For example, in Where in the World is Carmen San Diego, the player learns history and geography in the process of being a detective searching for a missing person.

Stealth learning gets bad press, however. Among the charges are that it is a delusion which goes against accepted educational goals like reflexivity, and taking responsibility for learning. Shouldn’t learners be aware that they’re learning even when they’re having fun?

Peter Mee, CEO of Meedja Ltd., is unclear as to how exactly you could "con" someone into learning. "It’s a matter of perspective. If something is packaged and marketed as e-learning or training, I don’t see how it could be learning by stealth. Yes, gaming techniques may be used but this simply makes the material more palatable to the end user."

Another challenge for commercial development is that educational software tends to have a very modest production and marketing budget by comparison with the games industry. Meedja is currently developing an interactive 3D movie studio for 7-14 year olds with open architecture, based on the concept of "digital play". It provides many of the tools available in a real movie or TV studio such as adjustable cameras, lighting, scenery, and props and players can make their own animated 3D movies. On a question of market scale, Meedja can’t compete with movies and games. "The educational sector in Ireland is not large enough to support serious software development in this area", says Mee. "Teachers at primary and secondary level often bemoan the lack of Irish produced software for their sector but the reality is that it’s not commercially viable to produce quality software tailored to the Irish curriculum." Another aproach is pursued by DCU’s prospective/deginfo.php?classname=GEMMSc in Education and Training Management which trains teachers to program their own software to use in classrooms, including games.

There appears be common ground here though between the goals of entertainment and education. Intelligently designed games where learning is an integral part of the game has been part of computer games for a long time (such as Civilisation, mentioned above). Anyone who saw Ernest Adams give his lecture to the inauguration of the Irish chapter of the http://www.igda.org/ireland/International Game Developers Association(IGDA) last January will also remember how passionately he argued for more thought to be placed into game concept design. On the other side, as researchers understand more about the social and cognitive gains of playing games, there is more of an onus on teachers and educators to use games as part of their overall lesson plan, rather than wait for a magic bullet software or platform application that can be used as a centre point to every subject.

The bottom line is schoolroom technology like edutainment and electronic whiteboards are an important motivational tool and, lets face it, anything that injects more fun into maths or science is no bad thing. Collaborative ICT projects like terminalfour/SIPManager?descID=84Wired for Learning and the prospective/deginfo.php?classname=GEMMSc in Education and Training Management shown great student interest. But motivation is just one small part of the learning experience and there shouldn’t be an assumption that everyone dislikes the learning process. Broadly speaking, everyone likes to learn. It’s the subject and the way the subject is presented that turns students off. Education researchers must now focus on the multi-layered and fascinating new ways that ‘the digital generation’ acquire knowledge, ways that we haven’t thought about until now and, what’s more, ways of having fun doing it.

Padraig Murphy is currently doing doctoral research on science and technology education as part of the BioSciences and Society Group at DCU. Previously he was content development manager for an e-learning company.

Further information:

Theory:

Gros, B. 2003. The impact of digital games in education. First Monday. [Online]
Available from:http://www.firstmonday.dk/issues/issue8_7/xyzgros/http://www.firstmonday.dk/issues/issue8_7/xyzgros/

Gee, J. 2003. What video games have to teach us about learning and literacy. New York: Palgrave: Macmillan

Jenkins, H. 2004. Look, listen, walk. Available from:
articles/04/04/wo_jenkins040204.asparticles/04/04/wo_jenkins040204.asp

Lev Vygotsky: http://userwww.service.emory.edu/~eusher/quotes/vygotsky.htmlhttp://userwww.service.emory.edu/~eusher/quotes/vygotsky.html

US sites:

MIT Games-to-teach programme: http://www.educationarcade.org/gtt/http://www.educationarcade.org/gtt/

Marc Prensky website: writing/default.aspwriting/default.asp

Social Impact Games:

Irish sites:

Meedja Ltd. URL: www.meedja.com
email:
mailto:info@meedja.cominfo@meedja.com

CRITE: http://www.cs.tcd.ie/research_groups/crite/http://www.cs.tcd.ie/research_groups/crite/

Media Lab Europe: research/group.php?id=4research/group.php?id=4

Centre for Science, Technology and Media (SteM) http://www.stem.dcu.ie/www.stem.dcu.ie

MSc in Education and Training prospective/deginfo.php?classname=GEMprospective/deginfo.php?classname=GEM

Schools Integration Project and Wired for Learning
terminalfour/SIPManager?descID=84#terminalfour/SIPManager?descID=84#

Creative Writing Workshop – 2

This is a cross-disciplinary event which brings together scriptwriters, directors, producers, artists, designers, developers, and programmers from across Europe. sagas: Writing Interactive Fiction is a joint non-profit initiative of the European MEDIA Plus Programme Training and the Academy for Film and TV, Munich.

The workshop will expore the relationship between storytelling, visual
media techniques and interactivity. Participants will:
*learn to apply their knowledge of filmmaking by developing their own interactive ideas, which are then processed in a group scripting phase.
* develop short treatments in teams for an interactive film, story, or narrative game (there is no limitation on genre, target audience or platform); this is then discussed.

Although the event is aimed towards MEDIA member countries, applicants from other countries are welcome. Places are limited so please contact below for details.

sagas Writing Interactive Fiction,
c/o Bayerisches Filmzentrum,
Bavariafilmplatz 7,
D-82031 Muenchen-Gruenwald,
tel:+ 49 89 64 98 11 30
fax:+ 49 89 64 98 13 30
mobile: + 49 (0) 171 45 28 0 52
URL: http://www.lrz-muenchen.de/~b7101dx/webserver/webdata/http://www.sagas.de
e-mail: mailto: info@sagas.de info@sagas.de

2 Year Post Doc Position – 2

A post- doc position with Space Synapse Ltd is available through the Marie Curie fellowship scheme. Salary €60k per annum (plus travel) for a two year post. The purpose of the scheme is to encourage talented post doc researchers back to Ireland, thereby reversing the “brain drain”.

Applicants from Europe or US must have spent at least 12 months not resident in Ireland .

The position will entail working from a great space in the hub of Dublin’s new media centre in the Digital Depot.

The research post in brief, involves writing theoretical papers, space and cultural research / assistance with funding applications.

Candidates from different disciplines may apply (science communication, cultural studies, space bio-engineering) but must be a creative thinker, highly motivated with a progressive synergy with the potential reach and mission of the project.

Interested candidates visit:

www.spacesynapse.com

Anna Hill
Space Synapse Ltd
The Digital Depot,
The Digital Hub,
Thomas Street, Dublin 8
Ireland

Tel ++353 1 488 5853
Fax ++353 1 488 5801
Mobile ++353 86 171 5740
www.spacesynapse.com
mailto:anna@spacesynapse.comanna@spacesynapse.com

Sagas: Writing Interactive Fiction

sagas: Writing Interactive Fictionis a cross-disciplinary event which brings together scriptwriters, directors, producers, artists, designers, developers, and programmers from across Europe. The event is a joint non-profit initiative of the European MEDIA Plus Programme Training and the Academy for Film and TV, Munich.

The workshop will expore the relationship between storytelling, visual media techniques and interactivity. Participants will:
*learn to apply their knowledge of filmmaking by developing their own interactive ideas, which are then processed in a group scripting phase.
* develop short treatments in teams for an interactive film, story, or narrative game (there is no limitation on genre, target audience or platform); this is then discussed.

Although the event is aimed towards MEDIA member countries, applicants from other countries are welcome. Places are limited so please contact below for details.

sagas Writing Interactive Fiction,
c/o Bayerisches Filmzentrum,
Bavariafilmplatz 7,
D-82031 Muenchen-Gruenwald,
tel:+ 49 89 64 98 11 30
fax:+ 49 89 64 98 13 30
mobile: + 49 (0) 171 45 28 0 52
URL: http://www.lrz-muenchen.de/~b7101dx/webserver/webdata/http://www.sagas.de
e-mail: mailto: info@sagas.de info@sagas.de

‘Wireless Wednesday’ Event

Date: Wednesday July 21st 8am – 10.30am
Location: The Herbert room, The Berkeley Court Hotel, Lansdowne Rd., Dublin 4.
Admission: Euro 40 per person group discount available

Investnet in association with Wireless Wednesday and Invest NI present a breakfast briefing:

Future wireless services and business opportunities

This event looks at 3G and the next generation of business, technology, and public policy issues and also investigates the future of wireless in terms of these continuing developments.

To register please contact: David Neville mailto:dneville@firsttuesday.ie dneville@firsttuesday.ie

Presentations from:

Denis Murphy, Co-founder and Executive Chairman Board Member – Mobile Cohesion

Paul Lambert, IT and IP Lawyer – Merrion Legal
M-legals: Commercial and regulatory issues for future wireless services

Martin Bradley, Managing Director – Axis Three scanning/index.phpwww.axisthree.com

Presentations will be followed by a panel Q&A session.

For further information on this event visit:
events/eventsb.htmlevents/eventsb.html

Please contact mailto:dneville@firsttuesday.iedneville@firsttuesday.ie if you are interested in speaking or sponsoring at this event or future Wireless Wednesday events.

Creative Writing Workshop

This is a cross-disciplinary event which brings together scriptwriters, directors, producers, artists, designers, developers, and programmers from across Europe. sagas: Writing Interactive Fiction is a joint non-profit initiative of the European MEDIA Plus Programme Training and the Academy for Film and TV, Munich.

The workshop will expore the relationship between storytelling, visual
media techniques and interactivity. Participants will:
*learn to apply their knowledge of filmmaking by developing their own interactive ideas, which are then processed in a group scripting phase.
* develop short treatments in teams for an interactive film, story, or narrative game (there is no limitation on genre, target audience or platform); this is then discussed.

Although the event is aimed towards MEDIA member countries, applicants from other countries are welcome. Places are limited so please contact below for details.

sagas Writing Interactive Fiction,
c/o Bayerisches Filmzentrum,
Bavariafilmplatz 7,
D-82031 Muenchen-Gruenwald,
tel:+ 49 89 64 98 11 30
fax:+ 49 89 64 98 13 30
mobile: + 49 (0) 171 45 28 0 52
URL: http://www.lrz-muenchen.de/~b7101dx/webserver/webdata/http://www.sagas.de
e-mail: mailto: info@sagas.de info@sagas.de

2 Year Post Doc Position

A post- doc position with Space Synapse Ltd is available through the Marie Curie fellowship scheme. Salary €60k per annum (plus travel) for a two year post. The purpose of the scheme is to encourage talented post doc researchers back to Ireland, thereby reversing the “brain drain”.

Applicants from Europe or US must have spent at least 12 months not resident in Ireland .

The position will entail working from a great space in the hub of Dublin’s new media centre in the Digital Depot.

The research post in brief, involves writing theoretical papers, space and cultural research / assistance with funding applications.

Candidates from different disciplines may apply (science communication, cultural studies, space bio-engineering) but must be a creative thinker, highly motivated with a progressive synergy with the potential reach and mission of the project.

Interested candidates visit:

www.spacesynapse.com

Anna Hill
Space Synapse Ltd
The Digital Depot,
The Digital Hub,
Thomas Street, Dublin 8
Ireland

Tel ++353 1 488 5853
Fax ++353 1 488 5801
Mobile ++353 86 171 5740
www.spacesynapse.com
mailto:anna@spacesynapse.comanna@spacesynapse.com

Games For Health 2004

Dates: September 16-17, 2004
Location: Monona Terrace Community and Convention Centre, on the shore of Lake Monona, downtown Madison.

Games for Health 2004 Conference is a meeting of developers, researchers, and health Professionals hosted by the Academic ADL Co-Lab addressing how games and game technologies can meet health care needs. It will examine how interactive games and emerging game technologies could improve consumer health education, and professional clinical practice, including disease and injury prevention, service delivery, and professional education and training.

It will be co-sponsored by the Serious Games Initiative (http://www.gamesforhealth.org/events.htmlhttp://www.gamesforhealth.org/events.html), the Academic Advanced Distributed Learning (ADL) Co-Lab (http://www.academiccolab.org/http://www.academiccolab.org/)at the University of Wisconsin System in Madison, and the Federation of American Scientists’ Learning Federation Project (http://www.thelearningfederation.org/http://www.thelearningfederation.org/).

Tentative speakers include:
speak include: Brenda Wiederhold (VRPhobia.com), Debra Lieberman (University of California, Santa Barbara), Doug Whatley (Breakaway Games), Paul Wessel (Guidance Interactive Healthcare), Barbara Hayes-Roth (Extempo Systems), Barry Silverman (University of Pennsylvania), Eric Lott (Legacy Interactive), Phineas Barnes (Respondesign), David Shaffer (University of Wisconsin), Brian Winn (Michigan State University), David Rejeski (Woodrow Wilson International Center for Scholars), Kurt Squire (University of Wisconsin), and Mary Derby (Pulluin Interactive).

Full release at:
http://www.gamesforhealth.org/archives/000025.htmlhttp://www.gamesforhealth.org/archives/000025.html

The cost of the event will be $99.00

The Monona Terrace Community and Convention Centre is a known local landmark due to its Frank Lloyd Wright-inspired design.
Details on the event including how to register, the latest schedule, and speaker lineup are available at: http://www.gamesforhealth.org/events.htmlhttp://www.gamesforhealth.org/events.html

Dare To Be Digital Award Ceremony

Event: Announcement of Dare to be Digital competition award winners

Location: Dundee Contemporary Arts Centre, Dundee, Scotland.

Time: 4-9 pm

www.daretobedigital.com