The Covenant School David Naugle Dallas, Texas August 25, 2008
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Strategiset Suunnittelupelit: Simcity Ja Civilization
Strategiset suunnittelupelit: SimCity ja Civilization Pekka Hytinkoski HY, Ruralia-instituutti [email protected] Kaupunginrakennus- ja sivilisaatiosimulaatio (managerointipelit) Will Wright julkaisi vuonna 1989 SimCity-pelin, joka sekä aloitti menestyksekkään SimCity-pelisarjan (yli 18 miljoonaa myytyä peliä), loi käsitteen Sim-pelit (Sims, SimEarth, SimGolf, SimFarm, Spore jne.) että rohkaisi muita tulevia strategiapelien suunnittelijoita (Sid Meier: Civilization-pelisarjat; Peter Molyneux: Populous-, Black and White-, Dungeon Keeper -pelisarjat; Settlers- pelisarja, Age of Empires –pelisarja, ”Tycoon-pelit” – esim. Railroad Tycoon yms.) Sid Meierin Civilization –pelisarjan (yli 8 miljoonaa myytyä peliä) ensimmäinen osa julkaistiin 1991 ja ne ovat olleet alusta lähtien suosittuja strategiapelaajien ja peliarvostelijoiden keskuudessa. Sarjan kehuttu neljäs osa ilmestyi 2005, seuraavan viidennen osan odotetaan ilmestyvän loppuvuonna 2010. SimCity On open-ended –tyylinen strategia/managerointi-peli, jossa pelaajan tehtävä on rakentaa alusta lähtien toimiva ja taloudellisesti, ekologisesti ja sosiaalisesti kestävä kaupunki. Peli perustuu MIT:n professori Jay Forresterin Urban dynamics (1969) teokseen ja tietokonesimulaatioihin. Jos tämä onnistuu, niin peli ei pääty periaatteessa koskaan, vaan pelaaja pystyy koko ajan sekä laajentamaan, uudelleen rakentamaan että hienosäätämään kaupunkiaan. Peli alkaa satunnaisgeneraattorin luomasta ympäristöstä, jossa pelaajan tulee ”pormestarina” tehdä alusta lähtien oikeita ratkaisuja asuinalueiden, -
Artificial Intelligence, Counseling, and Cognitive Psychology
DOCUMENT RESUME ED 376 423 CG 025 844 AUTHOR Brack, Greg; And Others TITLE Artificial Intelligence, Counseling, and Cognitive Psychology. PUB DATE Apr 94 NOTE 38p.; Paper presented at the Annual Meeting of the American Educational Research Association (New Orleans, LA, April 4-8, 1994). PUB TYPE Speeches/Conference Papers (150) Information Analyses (070) EDRS PRICE MF01/PCO2 Plus Postage. DESCRIPTORS *Artificial Intelligence; Cognitive Processes; *Cognitive Psychology; Computers; *Computer Simulation; *Counseling; *Counselors; Epistemology; Heuristics; Learning Processes; Logical Thinking; Simulated Environment; *Simulation ABSTRACT With the exception of a few key writers, counselors largely ignore the benefits that Artificial Intelligence (AI) and Cognitive Psychology (CP) can bring to counseling. It is demonstrated that AI and CP can be integrated into the counseling literature. How AI and CP can offer new perspectives on information processing, cognition, and helping is focused upon. Some of the various computer simulations developed by the authors along with those programs available from software publishers, are reviewed. Such programscan provide a potent means of simulating various counseling related systems. Besides providing insights into clinical practice, such simulations can offer training and supervision experiences into CP studies of systems theory, emergent properties, and emotions. The rapid evolvement of AI and CP in the last few years means that the only major barrier to opening these fields to counseling applications is ignorance of their applicability and their availability. These technologies allow counselors to experience more empirical thought experimenting environments so that therapists can test these simulations against the real world of counseling. While these technologies will never replace more traditional research paradigms, they can become an invaluable adjunctive teaching and research tool for counseling professionals. -
Will Wright: the Mayor of Simcity
Will Wright: The Mayor of SimCity The innovative computer game SimCity has been overhauled. Now it's called SimCity 2000. By Kevin Kelly Wired: I gather that many fans of SimCity are fanatical players who know more about its population of sims than you, its designer, do. Wright: Yeah, a lot of people like the control aspect. To them it's sort of "I'm a god, you're my sim, obey me." But the sims don't obey. That's what makes it fun. If they obeyed you, what fun would that be? You're trying to keep this city together, but it keeps falling apart. That's what makes most really good games fun: When you have a certain amount of control, but then there's a certain amount of entropy in the system, and it's balanced just right between the two. It's life at the edge of chaos. Shit happens. Wired: Does your new version, SimCity 2000, have that ontheedge quality as well? Wright: I sure hope so. But of course I don't have a variable in there called "the chaos variable." So, to tune it I have to engineer a lot of little lowlevel variables to try and get the emergent behavior that will give me that edge of chaos to keep it from getting boring. Wired: Why go through all the trouble of another version? What's new in SimCity 2000 besides cooler visuals? Wright: In the old SimCity, you started with all the technology at once, but in this one you have to wait for things to become invented. -
News Briefs Simcity to Simfarm Shredded Paper Mulch Better Than
News Briefs New software Ohio State University study SimCity to SimFarm Shredded paper mulch The software producer Maxis has introduced a new companion title to its already successful SimCity and better than wheat straw SimAnt software packages. Called SimFarm, the new A recent study from Ohio State University has shown software was devised with the help of farming experts to that a new mulch has positive results when used in horticul- offer players the opportunity to succeed in their agribusiness tural and agricultural situations. The new mulch produced careers or lose their farms to the auctioneer's gavel. The higher yields, warmed the soil better, provided adequate players choose the equipment, buildings, seed, fertilizer, weed suppression and was environmentally friendly when pesticides and practices that they will need in their quest to compared to the control material, wheat straw. The new, battle the elements, in the forms of floods, droughts, and improved, low-cost mulch was made from shredded re- violent storms, to bring in a profitable crop and stave off cycled paper. possible bank foreclosures. Cornell University study compares clippings yields Low maintenance turf growth rates compared Cornell University compared the average clippings bluegrass and fine fescues to all dwarf tall fescues, all yield per cutting of eight mixtures of commercially-avail- bluegrasses, and all fine fescues. Each area was established able seed blends and found that blends with high hard under the same excellent seed bed conditions so difference fescue content produced the least amount of clippings per in establishment characteristics were minimized. The table cutting. The eight blends ranged from mixtures of ryegrass, lists the seed blend and their average clippings yields. -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
Entretenimento E Capacitação Cognitiva Na Cibercultura: Análise
Entretenimento e capacitação cognitiva na cibercultura: análise comparativa dos artigo games SimEarth, SimAnt, SimLife e Spore1 Entretenimiento y habilidades de pensamiento en el ciberespacio: un análisis comparativo de los juegos SimEarth, SimAnt, SimLife y Spore Entertainment and thinking skills in cyberspace: a comparative analysis of games SimEarth, SimAnt, SimLife and Spore Fátima Regis2 Letícia Perani3 Resumo Pesquisadores da cibercultura defendem que o entretenimento estimula competências cognitivas em seus usuários. No entanto, há uma lacuna de pesquisas empíricas sobre o tema. Com o objetivo de investigar se há mudanças nas competências requeridas para a prática de games, realizou- se uma análise comparativa das características de games de 1990 (antes da “explosão” da internet e ciberespaço) e 2000 (em plena cibercultura). Os games investigados são SimEarth (1990); SimAnt (1991); SimLife (1992) e Spore (2008). O artigo apresenta os resultados preliminares dessa pesquisa. Palavras-chave: Cibercultura. Games. Cognição. Entretenimento. 1 Artigo selecionado para apresentação no Congresso Internacional de Ciências da Comunicação: Comunicação, Cognição e Mídia, na Faculdade de Filosofia da Universidade Católica Portuguesa, em Braga, Portugal, de 23 a 25 de setembro de 2009. 2 Professora do Programa de Pós-Graduação em Comunicação FCS/UERJ. Doutora em Comunicação e Cultura pela UFRJ. Membro do Conselho Científico Deliberativo da ABCiber (Associação Brasileira de Pesquisadores em Cibercultura). E-mail: [email protected]. 3 Mestre pelo Programa de Pós-Graduação em Comunicação FCS/UERJ. E-mail: [email protected]. comunicação, mídia e consumo são paulo vol.7 n.20 p.121-139 nov.2010 122 entretenimento e capacitação cognitiva na cibercultura artigo Resumen Investigadores de la cibercultura sostienen que el entretenimiento estimula las habilidades cognitivas en sus usuarios. -
Terraforming Mars
Chapter 11 Terraforming Mars INTRODUCTION Managing a planet to keep it fit for life can be a difficult job. Look at the trouble we’re having with our own planet. Planetary life (as we know it) requires two main resources from its environment: 1) solar energy; and 2) liquid water. Sunlight is captured by plants, and the sun’s heat keeps Earth at a temperature so that liquid water can exist over most of its surface. Liquid water is important as a transport system and reaction medium inside organisms. In our star system, solar energy and liquid water are found in just the right amounts only on Earth. Some creative people think it might be possible to engineer another planet in order to make it suitable for life. The changing of a lifeless planet to one that is earth-like is called terraforming (after the Latin word ‘terra’, meaning earth). Re-engineering an entire planet is serious business, and it requires us to know some details about what influences a given planet’s environment. Therefore, the purpose of this exercise is to use a computer simulation in an attempt to terraform another planet. In the process, you will need to understand and apply the fundamentals of ecology and planetary environmental management. DESIGN AND POSITION A planet’s ability to support life has a lot to do with its size, density and its distance form the sun. Below, is a discussion of some of the most important influencing factors. DENSITY AND ORBITAL PATH Earth is the densest planet (5.5 g/cm3) in the solar system. -
Lexington Christian Academy David Naugle Lexington, Massachusetts April 6-7, 2006
Lexington Christian Academy David Naugle Lexington, Massachusetts April 6-7, 2006 Faith and Worldview Teaching: Cultivating Inquiry Across the Curriculum “Language, Liturgy, and Life: Towards a Christian Vision of Education” SimCity “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.” — Maxis Catalog (advertising SimCity) Have you heard of or ever played the video or computer game called SimCIty? In playing SimCity, where the prefix Sim is used as an abbreviation for “simulation” or “simulated,” players act as city leaders and city planners who design, develop, and govern their own ideal town or city. In SimCity, there are no specific goals or objectives to achieve. Rather, it is all about creating a world out of your own imagination. As the Maxis catalog advertising SimCity states, “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.”1 Since its release in the late 1980s, SimCity has spawned many derivatives, such as SimEarth, SimFarm, SimCopter, SimAnt, SimIsle, SimThemePark, SimSafari, and literally, SimEverything, the latter title describing what the creators of SimCity were apparently trying to accomplish overall. SimUniversity “Join a band, crash parties, find a part-time job, or get initiated into a secret society, print money, and cheat on your studies. How will your Sims enjoy their college years?” 2 To me, all this is simply amazing (forgive the pun), and I was not surprised to learn that with the popularity of the “sims” overall, which is a vital part of this 20 1 Maxis Software Toys Catalog, p. -
Textbook List Odd Year 02-03
Elementary Textbook List Odd year 02-03 Lake Union Conference Office of Education TABLE OF CONTENTS Adopted Textbooks .................................................................. 3 New Material....................................................................... 4 General Curriculum Information........................................................ 5 Curriculum by Grade Multi-Grade Classroom Curriculum (or Alternation Plan) .............................. 7 Kindergarten Curriculum ....................................................... 8 Multi-Grade 1-8 Curriculum ..................................................10-17 Grade 1-8 Curriculum.......................................................18-25 Subject Information and Enrichment Material Art........................................................................ 26 Bible ...................................................................... 28 Computers.................................................................. 32 English .................................................................... 34 Handwriting ................................................................ 35 Mathematics ................................................................ 35 Music...................................................................... 36 Phonics .................................................................... 39 Physical Education ........................................................... 39 Reading.................................................................... 40 Reading -
How to Play Simcity
How to Play SimCity The opening screen of a new game of SimCity is fairly typical of Sim games, and ‘god games’ in general: a map representing open space, a ‘toolbar’ that might have come from Adobe PhotoShop, consciously cheesy music, a cartoonish visual aesthetic. 1 Gameplay is fairly straightforward: the player builds power plants and water stations (by indicating a location and spending the money from her city’s budget), lays down rail/subway tracks and roads, and zones areas of the city for residential, commercial, and industrial use (by the same click-and-drag motion used to crop digital images). As citizens (Sims) move into the city, houses appear in the residential zones of the city; as they go to work, the industrial zones fill with factories and warehouses. In time, the Sims will begin to demand services (demand represented by graphs and notices from advisors, supply indicated by a collection of graphs and charts easily called up from a menu). Information for the player comes from a number of interface elements: a tiny graph indicating relative demand for zoning; historical charts and graphs, tracking the development of the city; map overlays indicating water or power coverage; and more ‘subjective’ reports, like newspaper commentary and advisors’ briefings, generated periodically by the game engine. A news ticker (in later editions) provides ongoing coverage of events within the city (such as civil unrest begging police attention). Some information is not available: population breakdown by race, measures of civic participation, the state of neighboring cities relative to the player’s. Indeed, there is no ‘race’ in SimCity, and the Sims live blissfully self-absorbed lives, entirely unconcerned with the goings-on in nearby towns. -
WILL WRIGHT Creator of the Sims & Spore
WILL WRIGHT Creator of The Sims & Spore Twenty years ago, a video game that you could neither win nor lose was inconceivable-unless you were Will Wright. With five years of college under his belt and no degree, twenty-something year old Will had the idea of creating a game based on designing and building cities. In achieving that goal, Will created a new genre in gaming and within it, one of the best-loved game franchises in history establishing Will Wright as a visionary within the world of video game design. The idea for SimCity struck as will was designing his first game, Raid on Bungeling Bay (1984) a game in which helicopters attacked islands. Realizing he preferred building islands to piloting attack 'copters, Will partnered with "idea guy" Jeff Braun to create a company known as Maxis and they released SimCity in 1989. With SimCity the mass market got its first real taste of a simulation game, and they were hooked! The word-of-mouth acclaim swirling around SimCity ultimately attracted the attention of Newsweek, and a full page story on the game cemented SimCity's place in entertainment history. An entirely new kind of video game genre, focused around open-ended, non-violent gameplay was born! Maxis followed up the surprising success of SimCity with a string of popular simulation games throughout the 1990s. Titles such as SimEarth: The Living Planet (1990), SimAnt: The Electronic Ant Colony (1991), SimCity 2000 (1993), SimCopter (1996), and SimCity 3000 (1999) introduced simulation games to hundreds of thousands of new fans, demonstrating the genre's true potential. -
Simant: the Electronic Ant Colony Manual (English)
1: Introduction Ants are so much like human beings as to be an embarrassment. They farm fungus, raise aphids as livestock, launch armies into war, use chemical sprays to alarm and confuse enemies, capture slaves, engage in child labor, and exchange information ceaselessly. They do everything but watch television. - Lewis Thomas, The Lives of a Cell The Object(s) of the Game About This Manual Software Toys and System Simulations Getting Started Ants are simple, even stupid individuals. But an ant colony, through the interaction of a great number of ants, displays an amazing skill at survival, and a noticeable level of intelligence. In SimAnt, you are the intelligence of an ant colony. The individual ants are like the individual brain cells of your being. You will hop into and out of individual ants, using them as tools. many of your ants will dies, including at times the one you are inhabiting. but death of individual ants will not greatly affect you as a colony. in fact, one of your ants dying will hurt you about as much as a human trimming a fingernail. The Object(s) of the Game There are three ways to play SimAnt: Quick Games, Full Games and Experimental Games. Quick Games In Quick Games, you are a black ant colony competing with a red ant colony for food and territory. Your goal is to defeat the red ants and take over your home turf—the local patch of ground in the backyard. Your task will be complicated by marauding spiders, voracious ant lions, torrential rains, crushing human feet and merciless lawn mowers.