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Author Lee, Newton
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Abstract Welcome to the inaugural issue of the ACM Computers inEntertainment magazine! The theme for this issue is EducatingChildren Through Entertainment, with a focus on computer games andeducation.To get started, the Interviews section features video interviewswith Alan Kay and Roy E. Disney. Alan talked about soft fun versushard fun, and his research on Squeak for enhancing and amplifyinglearning in children's education. Roy told us about educatorsversus entertainers, and his views on traditional and CGIanimations.In the Theories section of this issue, Miguel de Aguilera andAlfonso Mendiz examine the potential of video games as a teachingand learning tool, and offer a critical review of previous researchon the subject. Miki Baumgarten looks into planning and developingsuccessful Internet games for children based on research in childdevelopment, psychology, education, and technology. Krystina Madejtakes us on a historical journey of children's narrative from theMiddle Ages to the digital era. She notes that philosopher JohnLocke introduced in the late 1600s the now-obvious concept:Children are not just miniature adults, but have their own needs.Leslie Wilson draws from her own parenting experience in advocatinggames that teach children creativity and positive thinking. AndJohn Crocker portrays a school of the future using personalized,adaptive, and emotionally engaging content to educate students.In the Applications section, Mark Mine, Joe Shochet, and RogerHughston present the design philosophy and technology for themassively multiplayer game "Disney's Toontown Online," wherechildren learn collaboration, strategy, and creativity while havingfun in a 3-D virtual world. Glenda Revelle describes the SesameWorkshop approach to educating children via entertainment mediasuch as television, video games, and DVD software. Henry Jenkins,Eric Klopfer, Kurt Squire, and Philip Tan discuss the prototypegames and future classrooms in the Educational Arcade project(formerly Games-to-Teach) as part of the MIT and Microsoft'siCampus alliance. These simulation and augmented reality gamesexemplify the kind of "hard fun" that Alan Kay describes in thevideo interview. Jason Everett discusses the educational game "HotShot Business," which teaches children entrepreneurship bysimulating the adventure of starting and running their ownbusinesses. And Christopher Romero applies some learning principlesto a Nickelodeon simulation game in wildlife rescue.In the Book Reports section, James Paul Gee gives an overview ofhis book What Video Games Have to Teach Us About Learning andLiteracy, in which he explains 36 principles for designing goodgames. And Marc Prensky argues, in his book Digital Game-basedLearning, that video games are not the enemy, but the bestopportunity to engage kids in real learning.When you read these papers, you will notice that a number of theauthors reference each other's work. This is purely fortuitous andnot a concerted effort by the editorial board. It only shows thatacademia and the industry are aware of each other's work, learningfrom one another, and promoting better entertainment for ourchildren. Recent news articles highlight the important role ofcomputer games in education and social studies: "Educators Turn toGames for Help",2101,59855,00.html, "Computergames: Facts and fiction", "Off to College toMajor in .Video Games?" the theme of "Educating Children ThroughEntertainment," the next issue in January 2004 will presentinsightful papers on interactive theater, dance, music, story room,play sets, virtual reality, entertainment robots, and more -- allaimed for educating and entertaining children. We will interviewQuincy Jones and Seymour Papert. You certainly don't want to missthe upcoming issues! In the meantime, check out the Coming Soonsection for a sneak preview of the future installments.Now, who wants to win \$25,000? The Liemandt Foundation, inassociation with the Digital Media Collaboratory at the Universityof Texas at Austin, has just launched an educational gamedevelopment contest open to full-time undergraduate and graduatestudents. Details are given in the Letters to the Editorsection.Looking ahead to 2004 and beyond, we will continue to presentmany interesting and timely topics in the ACM Computers inEntertainment magazine. As I was judging the Advanced MediaTechnology Emmy Awards last month in New York City, I wasencouraged by the progress made in the interactive televisionarena. iTV will be one of our upcoming themes. Please send us yourideas on what topics you wish to see in the future issues of themagazine.Finally, I would like to express my sincere gratitude to allauthors, interviewees, reviewers, associate editors, ACM staff,colleagues, and friends for their invaluable contributions to thismagazine. In particular, I wish to thank Alan Kay, Bob Lambert, KenGoldstein, Kim Rose, and Roy E. Disney for their encouragement andgracious support.
Description Affiliation: The Walt Disney Company, Burbank, CA (Lee, Newton)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Notes
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 1
Issue Number 1
Page Count 20
Starting Page 2
Ending Page 21

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Source: ACM Digital Library