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(Complete Item Description)
- Abstract:
Project-based subject in which students from multiple disciplines are encouraged to develop and investigate systems and ideas from their fields of study as they explore the process of building and testing models and simulations. Explores various modeling software packages, criteria for developing the most appropriate simulation for a given situation, and methods for evaluating the success and utility of models. Students with an education focus consider what and how people learn from simulations, and how modeling tools can be implemented in public school settings. Graduate students are expected to complete additional assignments. During the past ten years, simulation modeling, especially as it helps people to understand complex systems, has become a mainstream use of computational technology. The widespread popularity of "edutainment" software like SimCity and Civilization gives a clear indication of the extent to which simulation games have permeated popular culture. As these and other games have found places in the classroom, researchers have tried to ascertain what and how students learn from these environments, and what implications this has for software and curriculum design. While it can be useful to experiment with pre-built models like SimCity, a deeper understanding can come through building and manipulating models whose underlying structure is accessible. Just as a young child learns more by building a bridge out of blocks instead of merely playing with a pre-fabricated bridge, designing and creating your own models provide richer learning experiences than simply playing with pre-built models. This learning process is critically important in domains that require an understanding of complex systems, from economics and mathematics to physics and biology. In this project-based course, students from all disciplines are encouraged to understand how we learn from computer environments, develop and investigate systems and ideas from their fields of study, and delve into the process of building and testing models and simulations. In the first part of the course we will explore the design and use of games and simulations in the classroom, and the research and development issues associated with this software. We will then explore various modeling and simulation software packages, criteria for developing the most appropriate simulation for a given situation, and methods for evaluating the success and utility of models. We will also study what and how people learn from simulations (including field testing of software), and how modeling and simulation tools can be implemented in educational settings. All levels of computer experience welcome. Graduate students are expected to complete additional assignments.
- Subject:
- Social Sciences
- Grade Level:
- Post-secondary
- Collection:
-
MIT OpenCourseWare
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(Complete Item Description)
- Abstract:
Techniques of creating narratives that take advantage of the flexibility of form offered by the computer. Study of the structural properties of book-based narratives that experiment with digression, multiple points of view, disruptions of time and of storyline. Analysis of the structure and evaluation of the literary qualities of computer-based narratives including hypertexts, adventure games, and classic artificial intelligence programs like Eliza. With this base, students use authoring systems to model a variety of narrative techniques and to create their own fictions. Knowledge of programming helpful but not necessary.
- Subject:
- Humanities, Science and Technology
- Grade Level:
- Post-secondary
- Collection:
-
MIT OpenCourseWare
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(Complete Item Description)
- Abstract:
This workshop is designed to introduce students to different perspectives on politics and the state of the world through new visualization techniques and approaches to interactive political gaming (and selective 'edutainment.') Specifically, we shall explore applications of interactive tools (such as video and web-based games, blogs or simulations) to examine critical challenges in international politics of the 21C century focusing specifically on general insights and specific understandings generated by operational uses of core concepts in political science.
- Subject:
- Social Sciences
- Grade Level:
- Post-secondary
- Collection:
-
MIT OpenCourseWare
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(Complete Item Description)
- Abstract:
Conceptual artist Ken Goldberg combines robotics and the social behavior of internet communities in a series of whimsical artistic "experiments" where strangers use the internet to jointly control and monitor real life events and activities together. This Educator Guide is about tele-robotics and other new media, technology-based arts.
- Subject:
- Arts, Social Sciences
- Grade Level:
- Primary, Secondary
- Collection:
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KQED Education Network
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(Complete Item Description)
- Abstract:
Supplementary work on individual or group basis. Registration subject to prior arrangement for subject matter and supervision by staff. Also, students may petition for elective credit for participation (with additional assignments) in an undergraduate subject, with permission of instructor. This course is an introduction to the interdisciplinary study of commercial videogames as texts, examining their cultural, educational, and social functions in contemporary settings. Students play and analyze videogames while examining debates surrounding how games function within socially situated contexts. Readings include contemporary game theory (Gee, Squire, Steinkuehler, Jenkins, Klopfer, Zimmerman and Salen, Juul, Bartle, Taylor, Aarseth) and the completion of a contemporary commercial videogame chosen in consultation with the instructor.
- Subject:
- Science and Technology, Social Sciences
- Grade Level:
- Post-secondary
- Collection:
-
MIT OpenCourseWare
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(Complete Item Description)
- Abstract:
This course will serve as an introduction to the interdisciplinary academic study of videogames, examining their cultural, educational, and social functions in contemporary settings. By playing, analyzing, and reading and writing about videogames, we will examine debates surrounding how they function within socially situated contexts in order to better understand games' influence on and reflections of society. Readings will include contemporary videogame theory and the completion of a contemporary commercial videogame chosen in consultation with the instructor.
- Subject:
- Social Sciences
- Grade Level:
- Post-secondary
- Collection:
-
MIT OpenCourseWare