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      <title>Areas of Research in Video Games by Cristina</title>
      <link>https://padlet.com/ccerulo133/uaxq7s4xj3h4</link>
      <description>EIST 6160 - Assignment 2</description>
      <language>en-us</language>
      <pubDate>2018-01-25 15:40:41 UTC</pubDate>
      <lastBuildDate>2018-01-25 15:45:39 UTC</lastBuildDate>
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         <title>The Latest Tools for Teaching STEM: Video Games</title>
         <author>ccerulo133</author>
         <link>https://padlet.com/ccerulo133/uaxq7s4xj3h4/wish/224705480</link>
         <description><![CDATA[<div>Video games provide an avenue for users to explore complex systems and interact with STEM concepts.&nbsp; Games are being developed so users can participate with scientific concepts and also solve major scientific problems.&nbsp; These STEM video games are designed to teach basic concepts like plant biology (Reach for the Sun) or tackling environmental issues through SimCityEDU: Pollution Challenge!, which fosters problem-solving skills in middle school students. Students are also designing their own games, learning computer science and system-based thinking. Using games for teaching and learning provides immediate feedback and positive rewards as well as a large amount of data to support responsive teaching. By nature, games are related to the main STEM concepts: logic, reasoning, empiricism, and the scientific method.&nbsp;</div>]]></description>
         <enclosure url="https://www.usnews.com/news/stem-solutions/articles/2013/11/11/the-latest-tool-for-teaching-stem-video-games" />
         <pubDate>2018-01-25 15:42:20 UTC</pubDate>
         <guid>https://padlet.com/ccerulo133/uaxq7s4xj3h4/wish/224705480</guid>
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         <title>Shaping Your Instruction Around Principles of Playing Video Games</title>
         <author>ccerulo133</author>
         <link>https://padlet.com/ccerulo133/uaxq7s4xj3h4/wish/224706841</link>
         <description><![CDATA[<div>Great game design not only engages the user but also teaches them how to effectively play the game.&nbsp; James Gee reports games can encourage students in their learning environments and propose the fundamental principles of game design can be translated into the classroom environment.&nbsp; Games promote problem-solving by allowing players to customize their experience since there are many ways to solve a problem. This can translate into the classroom by allowing students to choose strategies for a given situation.&nbsp; Students have skills and learning styles and allowing for customization of learning environments supports multiple intelligences.&nbsp; Video games also require that users learn information and then use it to solve a problem. Students should also connect meaning and learn how to apply it in a situation to promote higher-levels of understanding. Another principles of video games is the challenge it presents to users. Students are more involved in creating ways to solve the problems when they are challenging.&nbsp; Games also show that in order to complete a challenging task, it is repeated many times.&nbsp; And similar to the game world, students should be introduced to easier task before progressing to more challenging problems.&nbsp; Students must think critically in well-designed games and this is another aspect of gaming that can be translated into applying critical thinking skills in the classroom. Games can also be used as a springboard for teaching reading, writing and thinking skills. &nbsp;</div>]]></description>
         <enclosure url="https://www.literacyworldwide.org/blog/literacy-daily/2016/05/06/shaping-your-instruction-around-principles-of-playing-video-games" />
         <pubDate>2018-01-25 15:44:07 UTC</pubDate>
         <guid>https://padlet.com/ccerulo133/uaxq7s4xj3h4/wish/224706841</guid>
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         <title>Video Games And Participatory Culture</title>
         <author>ccerulo133</author>
         <link>https://padlet.com/ccerulo133/uaxq7s4xj3h4/wish/224707528</link>
         <description><![CDATA[<div>Many video games are designed to let the users actively participate in the creation of what’s happening, like designing your own levels or creatures, and this is known as participatory culture. As stated by Henry Jenkins in this NPR interview, “participatory culture in a nutshell is the application of folk culture practices to the content of mass culture” (Chaplin, 2009). Jenkins explains that through games, users can modify and create their current culture by sharing their creations in the digital world. Instead of solely being a consumer, we are now creators of our culture through video games, where the crowds of users decide what is popular. Participatory culture affects both the users and gaming industry, harnessing the users’ power to be creative generates new levels and keeps the games updated, which in turn adds to the lifespan of the video game.&nbsp; This article shows how video games as a culture influence what’s popular in mainstream culture.&nbsp; Allowing users to be creative in a video game can reach different groups of people and expands the video game culture.&nbsp;</div><div><br><br></div><div>Chaplin, H. (2009, December 22). Video Games And Participatory Culture. Retrieved January 25, 2018, from https://www.npr.org/templates/story/story.php?storyId=121774910</div><div><br></div>]]></description>
         <enclosure url="https://www.npr.org/templates/story/story.php?storyId=121774910" />
         <pubDate>2018-01-25 15:45:05 UTC</pubDate>
         <guid>https://padlet.com/ccerulo133/uaxq7s4xj3h4/wish/224707528</guid>
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