
Breakout EDU
“The Breakout EDU Kit is a unique collection of resettable locks, boxes, and items that can be used to play 100s of immersive learning games.” – “Getting Started,” Breakout EDU
“The Breakout EDU Kit is a unique collection of resettable locks, boxes, and items that can be used to play 100s of immersive learning games.” – “Getting Started,” Breakout EDU
“This production-oriented course teaches students in communications fields how to tell stories interactively using 360-degree video and computer-generated scenes that subjects experience through leading virtual reality headsets. The target platforms for this course are the HTC Vive, Oculus Rift and Google Cardboard phone-based viewers.” – Syllabus
“GAM 226 provides students with a practical foundation in game design with a focus on concept development, design decomposition, and prototyping. Using game design theory, analysis, physical prototyping, playtesting, and iteration students learn how to translate game ideas,
themes, and metaphors into gameplay and player experiences. Students will further be exposed to the basics of effective game idea communication.” – Syllabus [PDF]
“Courses cover game development and design, but also treat games as a topic in fields such as computer science, history, media studies, and rhetoric. In other words, video games are not just an economic force (they make lots of money and so we should teach students to make them) nor are they only a psychological force (games teach people violence and so we need to study policy to limit them); they are also a cultural and creative force, and courses are cropping up that attend to games in this particular framework…This special issue of the Syllabus Journal, then, offers a multi-disciplinary approach to video game studies.” – Issue Overview
“This course provides an introduction to the critical study of the fastest-growing yet least understood aspect of mass digital culture: video games. We will survey the history of video game forms, pairing specific games with readings drawing from a variety of theoretical perspectives. ” – Syllabus
“Video games create virtual worlds that players physically interact with. In so doing video games upset the traditional media apple cart. The gamer becomes the controller of a responsive virtual world, rather than simply a passive “receiver” of images and sound…The creation, dissemination and enjoyment of interactive entertainment is governed by a multi-dimensional grid of international and domestic laws relating to intellectual property, communications, contracts, torts, privacy, obscenity, antitrust and freedom of expression…” – Syllabus
“The Polar Learning and Responding Climate Change Education Partnership (PoLAR CCEP) seeks to inform public understanding of and response to climate change through the creation of novel educational approaches that utilize fascination with shifting polar environments and are geared towards lifelong learners.” – The Polar Hub
“Edutopia’s collection of articles, videos, and resources on using video games, simulations, and gaming concepts in the classroom.” – Edutopia
“There are no easy answers or shortcuts to changing a culture and increasing diversity, but we can do more than wait around and hope it happens naturally! Pixelles is a grassroots initiative founded in Montreal with the goal to increase the number of women making games, to great success thus far…Tanya, a Pixelles co-founder, will describe the steps they took to create both halves of the program, the lessons they learned, and the changes they see in gamer culture going forward.” – Tanya Short
“Pixelles is a non-profit organization dedicated to empowering more women to make and change games, founded by Tanya Short and Rebecca Cohen-Palacios. Pixelles organizes free monthly workshops, a mentorship program for aspiring women-in-games, game jams, socials and more.” – Pixlelles