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February 21, 2010

SLF10 MarioKart Challenge

Mario Kart Competition @ SLF10

Calling all Jenson Button and Lewis Hamiltons of the future.

Would you like to race head to head, in front of a live audience and win the title of

SLF10 MarioKarter Champion ?

This year at SLF10 there will be a Mario Kart Grand Prix for Primary and Secondary pupils.  In order to qualify you must be in the top 4 verified time trial times.

Teachers must submit a photo of a pupil’s verified Time Trial time. These times will be logged on a leader board held on the Consolarium Glow Group and blog so you can track your position against the whole of Scotland. The four fastest primary pupils and fourmario copy_with_reflection fastest secondary pupils will be invited, with  school representatives, to compete in a live race final at SLF10.  In order to submit a qualifying time you must run your time trial according to the criteria below.

The character must be MARIO
The circuit must be MARIO CIRCUIT
The Kart must be STANDARD KART

A picture of the complete time trial showing character, kart and time should be forwarded to b.mclaren@ltscotland.org.uk

The four fastest pupils from each sector will then race head to head in the

50cc Mushroom Cup Grand Prix

in front of a live audience at SLF10.

The driver with the most amount of points at the end of the Grand Prix will be the winner and crowned Mario Kart Champion SLF10 and win a Wii and copy of Mario Kart for their school.

The closing date for verified Time Trial times is September  3rd 2010.  Qualifiers will be contacted after this date.

Have you thought about using MarioKart in your class as a contextual hub or topic?  Check out the Consolarium Glow Group for ideas on how you might do this.  You might also want to think about how you might use MarioKart in subject specific lessons also.  Share your thoughts on the Discussion Board at the Wii, Mario Kart section of the Consolarium Glow Group.

We also have a small number of MarioKart kits (console, software and controllers) available on loan until SLF10.  If you are interested in receiving one on loan send us a summary of how you would use it and what you feel the impact would be upon your pupils. Our team will get together and examine all bids and decide upon the lucky applicants.  Please send bids to b.mcmlaren@ltscotland.org.uk and ensure all bids are with us by Monday March 8th.

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February 17, 2010

Onwards and upwards

stamp_rounded_cornersQuite a lot of big projects going on at the moment, so a lot to juggle and loads of very interesting, positive findings coming out of the work being undertaken.  Our MangaHigh pilot will be coming to end within the next few weeks. We will then have some data to examine and measure the impact of it’s use across a number of secondary schools in Glasgow and Edinburgh.  Should be really interesting.  Great to see Cleveden, Lochend, Knightswood and Jordanhill in the top ten scorers for this round and well done to Jordanhill, Lourdes and Cleveden who are also in the all time top ten league.

I am heading back up to Highland to visit schools in Castletown, Dornoch and Alvie who along with Dingwall Primary have been undertaking GBL topics using a range of games as part of the Highland Literacy Project.  Initial reports are very positive and I am very much looking forward to getting reacquainted with the children and schools over the next week or two.  Hear some of the initial thoughts from Dingwall and Alvie below

Dingwall Nintendogs

Alvie Primary African Safari

This week will also see me delivering to a range of Dundee City teachers at a CPD event run by Louise Henderson and the team from Dundee City (check the Glow Group for links to the work they have been undertaking) and then Brian Clark and Myself are heading to Dundee University to show a range of students the kinds of experiences GBL can offer.

As an aside I have also undertaken my Glow mentor training so hopefully the Consolarium Glow Group will continue to improve.  Why don’t you check it out and get yourself involved in some of the conversations or start one of your own.

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February 12, 2010

Alan Wake PC Cancelled

Alan Wake PC Cancelled

Microsoft has confirmed that the PC version of Remedy’s psychological thriller Alan Wake has been cancelled, meaning the title will release exclusively for Xbox 360.

"Some games are more suited for the intimacy of the PC, and others are best played from the couch in front of a larger TV screen,” the platform holder told our sister site CVG.

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Latest XBL And PSN User Figures Released

Latest XBL And PSN User Figures Released

Microsoft and Sony have revealed up to date user base data for Xbox Live and the PlayStation Network.

The former says that Xbox Live Gold (paying) members “top 23 million, making it the biggest social network connected to the TV”.

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Review: BioShock 2

Review: BioShock 2
Format: 360 (version tested), PC, PS3
Release: Out now
Publisher: 2K Games
Developer: 2K Marin/Digital Extremes

Screenshot gallery

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The Friday Game: Ugly Games

The Friday Game: Ugly Games

Games have always been a beauty pageant. From attract screens through to hi-def displays, a laser-sharp focus on technology means that aesthetics have long been a central part of their appeal.

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Microsoft Eyes Social Game Studio CrowdStar

Microsoft Eyes Social Game Studio CrowdStar

Microsoft is reportedly engaged in talks regarding the potential acquisition of social game developer CrowdStar.

Bloomberg sources indicate that the platform holder is keen to purchase the studio, the fourth-largest developer of applications for Facebook with more than 50.8 million monthly active users, but say a decision on any sale may be weeks away.

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Cod liver oil and effective learning...

Illuminated DS GirlPicture the scene, my daughters are sitting focused, determined, engaged, applying their strategies to win as their faces, illuminated in the light that comes from what they are holding, exhibit the utmost concentration. This concentration must be broken though because the power of the game console is causing this game based learning enthusiast some grief at home ;-) and if a recent report in the Metro has any substance then it appears that I, along with thousands of parents, am causing physical harm to my girls by allowing them to get their hands on these modern day folk devils! 

Are we bad parents to let our children use games consoles?

"Right you two, put those DSs down now and come through for your dinner. I won't tell you again!" This is the shout that I have had to use on quite a number of occasions since Christmas when the girls' grandad so kindly bought my daughters a DSi each. Their DSis came with a few games one of which is the wondrous Mario Kart and they must have played this every day since they placed their excited mitts on it.  I have been secretly watching them as they have played Mario Kart (as well as the odd occasion playing Little Big Planet) and I have to report that I am seeing some incredible things from them in terms of learning and collaboration. I must also say that any externally forced parental guilt that I may be causing irreversible and actual physical bodily harm, to my girls by allowing them to play games is somewhat assuaged by what I have been seeing! Well what have I been seeing?

  1. Excited learners: When I watch the girls play or get them selves set-up to play their excitement is tangible. They adore playing Mario Kart and cannot wait to get their hands on it. This is real excitement and of such a level that again you wonder as to the challenge, demand and appeal of the design of such games and why young learners WANT TO PLAY THESE GAMES. My girls like all the other things they do and are involved in but at the moment Mario Kart is the undoubted king of their leisure world. 
  2. Challenged learners: Some of the games/races are more complex then others and need some considered thought if you are to become the best that you can be on your own in the game or when playing against others. The girls have worked out much of what needs to be done, what needs to be taken account of in the various games and they have done this without me. They have persevered and are showing an innate ability to unpick the game grammar. This challenge has also been incredibly evident when they have been playing Little Big Planet. Complex and challenging problems do not appear to phase them. They step up to the challenge that games present to them and they want to meet them, there is the intrinsic motivation and drive to meet these challenges.
  3. Confident learners: Over the festive period there were many visitors to the house what with family and friends. My daughters took that opportunity to not only show off how good they were becoming at the game but also to teach the adults how to play it and play it successfully. Again, watching them in action I was delighted to see how they took account of the fact that these 'oldies' were new to the game so they started with easy levels and games so that they could manage the controls. They then offered some tips and strategies that should be taken on board and finally they continued to offer encouragement to those who did not exhibit any real games skills. There appears to be an innate ability to differentiate in this aspect of learning, an innate ability to teach. They naturally assumed the role of the more knowledgeable person in the learning dynamic and showed how they could fulfil this in a sensitive fashion. Confidence in themselves shone through here. Isn't it something to give young learners the opportunity to play this role in a serious way that is not embedded in a any falsely constructed adult dynamic? This is something that they can do NOW and  I believe that we must create as many opportunities as we can to allow learners to do this.
  4. Social Learners: Although there are times when the girls are lost in the game the amount of dialogue that happens between them when they are wirelessly connecting and connected or when someone achieves a great score or discovers an easter egg of sorts is really impressive. They automatically share this so that both develop the skills that each other discovers individually. Similarly, this happens when they hook up their consoles with their cousins and friends and instantly we have a connected group of learners, independently, successfully and confidently managing the technology. 
  5. Learners that need 'guidance': All this is wonderful but I am faced with moans and groans and the occasional tantrum when game play is over, it's time for tea or I tell them that they have spent enough time with their DSi and that it's time to do something else. The reaction from them when I cause them to withdraw from the game and their reactions at times when it is denied to them cam cause some problems. However, as the adult in their lives I feel that my role is to ensure that balance is in place and that this message is one that is consistently given and acted on.

Now my girls do not only play computer games. In fact I limit their time on games consoles believe it or not. They go to gymnastics, trampolining, Rainbows, Brownies, the library, we paint and make things as well as playing various board games like Junior Scrabble, pairs, dominoes etc. Computer game plays a moderated part in the balanced diet of activities that we present to our children. This is the central issue for me, how parents make sense of and decide what experiences their children are presented with. But how can parents make sense of games and how they can be used for good with their children when we are faced with the continual construction of them as modern day folk devils?

Computer games should come with supplies of free VitaminD and Cod Liver Oil!

Now I wonder how many parents ever watch their kids and observe just what can happen when young learners engage in good game play. I have been working in the field of game based learning for a wee while now and what we see in schools across Scotland via Learning and Teaching Scotland's Consolarium initiative is not only what I am seeing from my own children but the added value that comes when a teacher takes a commercially available computer game title and then uses that to drive curricular learning. We are seeing so, so much superb practice and active, intrinsically motivated learning in classrooms...this stuff works. The methodology that we apply sees the game sitting as a contextual hub about which the learning revolves, emanates and grows. Here are just a few examples of this practice that were initiated by the Consolarium and that have now spread to very many classrooms across Scotland and beyond:

Photo

But is it the case that parents most probably won't see or be aware of the potential benefits to their children's development? How can they, in fairness, when the general message that they get from the wider media about games and their impact on their children's development is almost a solely negative one? Take the article in the Metro that led with the headline. Gaming Leads to Surge in Rickets. I won't go in to the debunking of this myself due to the fact the article has no real substance or evidence to support this headline other than a cursory suggestion of a causal link. It seems that the issue most evidently linked to this so called upsurge is poor diet yet computer games are somehow linked to this and pulled into the dock yet again! Some readers from the Times Online forum gave this article the treatment and this more balanced piece did the job of sticking up for the falsely accused 'computer game'. The article did cause the games based learning fraternity to take this accusation seriously and with the Game Based Learning 10 conference organisers ensuring that your health would be supported if you attend the event ;-) ...

Freecodliveroil

 

What can we do to address this continual negative portrayal of computer games?

Whenever I see this kind of article I wonder just how long it's going to be before the good that can come from game play is given the prominence that I feel it merits? Games can be a force for good provided that at home parents play a confident and informed role in engaging with their children in the game play and possibly initiating rules or a framework that provides their children with a wide range of activities. Possibly sites such as As About Games can help here. As for their use in schools then maybe the continued work of the Consolarium and other educators who are exploring game based learning such as Ollie Bray, Steve Bunce, Tom Barrett, Dawn Hallybone and many, many others who are, writing about the appropriate use and brilliant impact of game based learning in their class can continue to promote what are in essence...damn good learning resources.


Loco Roco inspires Air video

One of the games that I think set a standard in terms of its aesthetic was Loco Roco for the PSP. I remember playing this when it first came out a few years back and how transfixed I was by the combination of the incredibly appealing, malleable and down right cuteness of the graphics coupled with the mesmerisingly beautiful soundtrack. Played with earphones on this was just a sheer delightful pleasure.

Watching some music videos in order to chill out tonight I cam across Sing Sang Song by Air. Have a look and just give a nod in the direction of Loco Roco as a possible inspiration for the design of the video.



I wonder if there have been many other music videos that have been inspired by the world of the computer game. 

Hope you enjoy their music anyway.Oh, and Eddie, this is the first of many posts ;-)


Why were there no real computer games at BETT10?

If you attended BETT10 how was it for you? For me, it was a disappointment. I could not help but feel a sense of deja-vu as I walked around the exhibition and saw really much of what was on display and offer last year and try as I might I could find little or no evidence of commercially available computer games and games consoles showing their educational face at the event. My tweets at the time captured my disappointment:

Tweet1

Tweet2

Why should I focus solely on computer games you may ask when there was so much else in terms of educational technology available for delegates to engage with and consider how that might be used to support and enrich learning? Why should my experience be such a disappointing one when it appears that Play and Playful learning was apparently a major theme of this years conference? I'll tell you why, it's because commercially available computer games that have been built for entertainment are, in our experience in Scotland in recent years, some of the very very best educational resources that schools teachers and pupils can get their hands on today. Yet, at this huge event they were singularly absent from the exhibition. 

In this article about the theme of Playful Learning at BETT10 Professor Stephen Heppell said, “Playful learning has re-energised classrooms, rekindled school and parent relationships, re-engaged brains, provided a powerfully competitive space for problem-solving, and at other times a place for real individual concentration,”

Prof. Heppell's Playful Learning stand was one of the very few areas in the exhibition that at least made delegates question just what we mean by educational technology and the rationale and underpinning approaches that will have a positive impact on learning in classrooms. It was great to see resources that we are trialling in Scotland, such as 2DIY and Manga High featured on the stand. This is no surprise when you consider how much of a friend and advocate Prof. Heppell has been of the GBL work that we have been involved in over the past few years. However, I was very surprised and disappointed to see that the excellent game based learning practice with resources such as the Wii, DS, PS3, Xbox360 etc that has been nurtured, grown and embraced by schools across Scotland, England and further afield not really at the show. But apparently....

"...signs of a games-based, ‘playful’ approach were in evidence on many stands around the 14,000 square metres of trade show that made up BETT 2010. Arvind Desikan, head of UK consumer marketing for show lead sponsor Google, said tech-savvy, creative students can also come up with new ways to use technologies. Interactive games-type approaches help teachers and students alike."

Where was this? I didn't really see it. I believe that the success that we have had in using commercially available computer games in schools has been down some fundamental principles. One of our GBL principles that is of particular relevance to this post is the fact that COTS belong in children's own cultural domains. For very many young learners game-play with COTS is what they choose to do in their own time, COTS culturally resonate with young learners, COTS have status, attraction, appeal and they are not from the domain of the school. This very fact has an immediate impact on interest and engagement when we work in schools because learning is being linked to a context that has significant cultural appeal and a sense of an "I belong in this activity...this makes sense to me" effect. James Paul Gee articulates this very well when he talks about Semiotic Domains and we use this to help explain the dynamic that we see when we use COTS in classrooms.

Yet what do we see at BETT10? On the most part more educational technologies being sold and linked under the banner of play and playful learning when, to me, they are very much in the domain of the school and the teacher. Yet apparently, as the article from Channelweb.co.uk, it does not have to be about 'conventional computer games. What does this mean? What is a conventional computer game anyway? Is this in some way an attempt to dismiss the world of COTS and the place that they may, and in my opinion, should have in classrooms?

Most of the tools that I saw that were linked with the Playful Learning theme are very interesting and no doubt of great use in the hands of good teachers but for me to not have the some of the most dynamic, appealing and hugely engaging learning resources that are currently available on show or display at BETT10 was a huge own goal. It may be the case that the major game companies wish to remain to be seen as entertainment companies and not to be explicitly linked with education. If this is the case then so be it but I think that horse has well and truly bolted though when you consider how game based learning with built for entertainment COTS is becoming more and more mainstream and widespread in schools.

Maybe BETT2011 will embrace Play and Playful learning in a far more wide reaching manner than it did this year. I hope so, we need to be showcasing the best resources and practice available to teachers to help inspire and engage learners and for me some of what would be 'Best in Show' were not even on the exhibition floor of this trade show.








Viacom: 2009 A “Challenging Year” For Rock Band

Viacom: 2009 A “Challenging Year” For Rock Band

MTV and Harmonix parent company Viacom has labelled 2009 a “challenging year” for its Rock Band franchise and the videogame industry as a whole.

The firm's Media Networks division, which houses MTV Games, saw fourth quarter revenues decline six per cent to $2.3 billion (£1.47b), while operating income was up three per cent to $921 million (£588m).

The division’s full-year revenues were down five per cent to $8.29 billion (£5.3b) as operating income fell three per cent to $3.01 billion (£1.9b).

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Consolarium Podcast no.4: Internet safety and Sony Eye Pet

This edition of the Consolarium is now available. You can subscribe to the podcast from itunes via this link or listen to it via the embedded player:

This edition of the Consolarium podcast consists of the following:

Scottish Action Plan for Child Internet safety

The Consolarium team discuss the Scottish Action Plan for Child Internet Safety and how this also relates to the world of games and children.

Sony Eyepet for PS3 at Gavinburn PS

Ollie Bray interviews Gillian Penny, the headteacher of Gavinburn PS from Old Kilpatrick in West Dunbartonshire. Mrs Penny has become a real ally and asset to game based learning having carried out some tremendous initiatives in conjunction with the Consolarium over the past year or so. Ollie talks to her about her involvemt with the Eyepet project that is being carried out by the Consolarium.

AOCBGBL

In terms of internet safety Charlie Love recommends thinkuknow.org and Ollie Bray recommends the National Education Network’s e-safety site.

Another useful site to help keep teachers and parents informed about safer game play is askaboutgames.com

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PSP Retains Japanese Sales Lead

PSP Retains Japanese Sales Lead

While it continues to languish near the foot of the US hardware sales chart, PSP was again the weekly winner in Japan.

Sony’s handheld came out on top during the week ended February 7, achieving 43,163 sales.

Console positions on the chart were unchanged from the previous week, with Wii and DSi LL taking second and third respectively.

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Out Soon: E212

Out Soon: E212

Subscribers now have their hands on our latest issue, featuring Crysis 2 and its move from the rainforest to the urban jungle.

Arriving on UK newsagents' shelves on February 16, E212 shows how Crytek's technological masterpiece is not only undergoing a change of scene in terms of its New York City setting, but also in terms of the hardware on which it will run. The original Crysis spearheaded the leading edge of PC graphical power, but its sequel will also appear on 360 and PS3.

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Microsoft’s Big X10 Announcements

Microsoft’s Big X10 Announcements

Microsoft has hailed 2010 its “biggest and most breakthrough year yet” as it confirmed Xbox 360 software release dates and exclusive content at its San Francisco X10 showcase.

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Activision Studios Hit By Layoffs

Activision Studios Hit By Layoffs

Multiple Activision studios have reportedly been hit with layoffs, while one developer has supposedly been closed entirely.

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NPD: Nintendo Platforms Rule January Sales

NPD: Nintendo Platforms Rule January Sales

Wii and DS were the bestselling hardware platforms in the US during January, while Xbox 360 comfortably outsold PS3, according to the NPD Group.

Nintendo’s home console sold 465.8K units during the month, while its handheld shifted 422.2K units.

Xbox 360 sales stood at 332.8K, ahead of PS3’s 276.9K. While sales of both consoles were up year-on-year, analysts had forecast greater PS3 growth.

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NPD: Mario Bros. Wii Tops Mass Effect 2

NPD: Mario Bros. Wii Tops Mass Effect 2

Wii and Xbox 360 games dominated January software sales in the US, according to data from the NPD Group.

New Super Mario Bros. Wii was the top seller for the second month running, beating off competition from Mass Effect 2.

Wii Fit Plus was down one spot to third, followed by Modern Warfare 2 for Xbox 360 and Mario Kart Wii.

The only non-Wii or Xbox 360 title to make the top ten was the PS3 version of Modern Warfare 2 in seventh place.

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NPD: January 2010 Down 13 Per Cent

NPD: January 2010 Down 13 Per Cent

The figures for January 2010 have been released by the NPD, which show a decrease in almost every sector of the industry compared to this time last year.

According to the data, January 2009 pulled in $1.34 billion while a year later the NPD reports that the industry could only generate $1.17 billion, a 13 per cent slide.

Hardware sales for January 2010 also took a 21 per cent hit with $353.7 million, compared to 2009’s figure of $446.8 million.

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February 11, 2010

GDC 2010 Adds Deus Ex 3, Yamaoka, Arkham Talks

GDC 2010 Adds Deus Ex 3, Yamaoka, Arkham Talks

New talks on Deus Ex 3's "cyberpunk renaissance" look, Silent Hill producer Akira Yamaoka's ethos, and Batman: Arkham Asylum's art direction have been added to the bill for GDC 2010.

Eidos Montreal art director Jonathan Jacques-Belletete presents a lecture on "The Successes and Failures of Creating a Near-Future Cyberpunk Setting with a Renaissance Twist in Deus Ex 3", providing actual details on the game. 

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Break Media Acquires FileFront

Break Media Acquires FileFront

Break Media, an internet community for men, has announced the acquisition of FileFront, a gaming news website that also offers downloads.

According to Break Media, it will fold FileFront into its primary group of branded sites and invest significantly in the editorial components of the site, with an aim to provide both Break and FileFront users with additional gaming content.

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Mythic Picks Up Dark Age In Europe

Mythic Picks Up Dark Age In Europe

EA studio Mythic Entertainment has said it will assume publishing, operating and subscription service rights for Dark Age of Camelot in Europe from GOA, a division of France Telecom.

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Interview: Jason Rohrer

Interview: Jason Rohrer
Jason Rohrer seems to be smiling at all moments, as if he were just on the verge of breaking out in laughter. His eyes are focused and watchful, exposing a fast-moving mind and a taste for provocation. Rohrer's games have begun to popularise the idea of games about people, free of the weights of genre, story conventions, or even expectations of fun. From Passage to Between, his works are contained and earnest but enlivened with moments of discovery and emotion.

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Bad Company 2 Demo Clears Two Million Downloads

Bad Company 2 Demo Clears Two Million Downloads

The demo for EA’s Battlefield: Bad Company 2 has been downloaded over two million times, according to the publisher.

The Xbox Live and PlayStation Network sampler of the DICE developed shooter “is on pace to become the fastest downloaded demo in EA history”, the company said.

“The recently launched PC beta has also met great success, with hundreds of thousands of players already signed up,” it added.

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Zynga Acquires Social Game Developer

Zynga Acquires Social Game Developer

Zynga has signed an agreement to acquire social game developer Serious Business, the firm behind Facebook titles including Friends For Sale, Rock Legends and Happy Hour.

“Serious Business will bring many of the innovations they have developed, to games played by Zynga’s 60 million daily active users,” Zynga said in a statement.

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