Video Games in Classrooms: an Interview with Zack Gilbert Juan Li Clemson University, [email protected]
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Understanding the Evolving Roles of Outbound Education Tourism in China: Past, Present, and Future
Athens Journal of Tourism - Volume 7, Issue 2, June 2020 – Pages 100-116 Understanding the Evolving Roles of Outbound Education Tourism in China: Past, Present, and Future By Sandy C. Chen* This paper discusses the evolving roles of outbound education tourism in China. To provide a thorough understanding, it first surveyed the origins and philosophy of travel as an educational device as well as education travelers’ motivations in Chinese history from the first pioneers in the Confucian era to the late 20th century. Then, it described key events and factors that have stimulated the development of the outbound education tourism in modern China and its explosive growth in the 21st century. Through in-depth personal interviews, the study developed a set of measures that reflected present Chinese students’ expectations of traveling abroad to study. A follow-up large-scale survey among Chinese students studying in the United States revealed two dimensions underlining these expectations: Intellectual Growth and Lifestyle. The findings of the study have significant implications for key stakeholders of higher education such as administrators, marketers, faculty, staff, and governmental policy-making agencies. Keywords: Education tourism, Outbound tourism, Chinese students, Travel motivation, Expectations. Introduction Traveling abroad to study, which falls under the definition of education tourism by Ritchie et al. (2003), has become a new sensation in China’s outbound tourism market. Indeed, since the start of the 21st century, top colleges and universities around the world have found themselves welcoming more and more Chinese students, who are quickly becoming the largest group of international students across campuses. Most of these students are self-financing and pay full tuition and fees, thus every year contributing billions of dollars to destination countries such as the United States, the United Kingdom, Canada, Australia, Germany, France, and Singapore. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
The Impacts of Coffee Production on Local Producers
THE IMPACTS OF COFFEE PRODUCTION ON LOCAL PRODUCERS By Danielle Cleland Advised by Professor Dawn Neill, MS, PhD SocS 461, 462 Senior Project Social Sciences Department College of Liberal Arts CALIFORNIA POLYTECHNIC STATE UNIVERSITY Winter, 2010 TABLE OF CONTENTS Page Number Research Proposal 2 Annotated Bibliography 3-5 Outline 6-7 Introduction 8-9 Some General History, the International Coffee Agreement and the Coffee Crisis 9-12 Case Studies Brazil 12-18 Other Latin American Countries 18-19 Vietnam 19-25 Rwanda 25-30 Fair Trade 30-34 Conclusion 35-37 Bibliography 38 1 Research Proposal The western culture of coffee is rapidly expanding. For many needing their morning fix of caffeine but in addition a social network forms around this drink. As the globalization of coffee spreads, consumers and corporations are becoming more and more disconnected from the coffee producers. This research project will look at examples of ‘sustainable’ coffee and the effects the production of coffee beans has on local communities. The research will look at specific case studies of regions where coffee is produced and the positive and negative impacts of coffee growth. In addition, the research will look at both sides of the fair trade industry and organic coffee on a more global level and at how effective these labels actually are. In doing so, the specific effects of economic change of coffee production on children in Brazil will be examined in “Coffee production effects on child labor and schooling in rural Brazil”. The effects explored on such communities in Costa Rica, Southeast Asia and Africa will be economic, social and environmental. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Changing Perceptions and Bucking
INAUGURAL ISSUE Q1-Q3 2008 LOUISIANA ECONOMIC QUARTERLY EA SpoRtS: FoRtUNE 1000 HQ LoUISIANA’S It’S IN LoUISIANA RELocAtIoN NUcLEAR RENAISSANcE inside 13 Economic Update Secretary The State Of Louisiana’s Economy 4 Around the Regions What’s Happening With 10 Haynesville Shale And Federal City Moret Momentum Louisiana 13 Companies That 12 Said ‘Yes’ To Louisiana Small Business Spotlight Loads Of Opportunity For 20 am thrilled to share with you the inaugural This issue also includes a variety of stories Southern Textile Services issue of Louisiana Economic Quarterly – a describing some of the most consequential Louisiana community Network new publication designed to provide economic developments in Louisiana today, Tools For Success 22 insights about Louisiana’s economy, as well including the Haynesville Shale in North 24 as economic development efforts being Louisiana, the Federal City project in New Industry outlook undertaken to enhance it. Orleans, an exciting small business success Taking Digital Arts 24 story in Alexandria, and the emerging digital To The Next Level 20 In this and subsequent issues, we will detail media industry that is starting to form in Baton major economic developments in Louisiana, Rouge, Lafayette, New Orleans and Shreveport/ on the cover including economic trends, major business Bossier. We also include a thought-provoking Changing Perceptions And 26 19 investments, small business success stories, interview with Jim Clinton, a national economic Bucking National Trends the evolution of traditional and emerging development leader who just came back to industry sectors, and state and local economic Alexandria to make a difference. How planning development initiatives. -
The US Education Innovation Index Prototype and Report
SEPTEMBER 2016 The US Education Innovation Index Prototype and Report Jason Weeby, Kelly Robson, and George Mu IDEAS | PEOPLE | RESULTS Table of Contents Introduction 4 Part One: A Measurement Tool for a Dynamic New Sector 6 Looking for Alternatives to a Beleaguered System 7 What Education Can Learn from Other Sectors 13 What Is an Index and Why Use One? 16 US Education Innovation Index Framework 18 The Future of US Education Innovation Index 30 Part Two: Results and Analysis 31 Putting the Index Prototype to the Test 32 How to Interpret USEII Results 34 Indianapolis: The Midwest Deviant 37 New Orleans: Education’s Grand Experiment 46 San Francisco: A Traditional District in an Innovation Hot Spot 55 Kansas City: Murmurs in the Heart of America 63 City Comparisons 71 Table of Contents (Continued) Appendices 75 Appendix A: Methodology 76 Appendix B: Indicator Rationales 84 Appendix C: Data Sources 87 Appendix D: Indicator Wish List 90 Acknowledgments 91 About the Authors 92 About Bellwether Education Partners 92 Endnotes 93 Introduction nnovation is critical to the advancement of any sector. It increases the productivity of firms and provides stakeholders with new choices. Innovation-driven economies I push the boundaries of the technological frontier and successfully exploit opportunities in new markets. This makes innovation a critical element to the competitiveness of advanced economies.1 Innovation is essential in the education sector too. To reverse the trend of widening achievement gaps, we’ll need new and improved education opportunities—alternatives to the centuries-old model for delivering education that underperforms for millions of high- need students. -
State Compensatory Education: Overview
State Compensatory Education Programs and Services Guide STATE COMPENSATORY EDUCATION: OVERVIEW Compensatory education is defined in law as programs and/or services deigned to supplement the regular education program for students identified as at risk of dropping out of school. The purpose is to increase the academic achievement and reduce the dropout rate of these students. The goal of State Compensatory Education (SCE) is to reduce any disparity in performance on assessment instruments administered under Subchapter B, Chapter 39, or disparity in the rates of high school completion between students at risk of dropping out of school and all other district students (Section 29.081, Texas Education Code and 77 (R) SB702 Enrolled- Bill Text). State Compensatory Education funds were authorized by legislature to provide financial support for programs and/or services designed by school districts to increase the achievement of students at risk of dropping out of school. State law, Section 29.081Texas Education Code (see 77(R) SB702 Enrolled- Bill Text), requires districts to use student performance data from the state’s legislatively mandated assessment and any other achievement tests administered under Subchapter B, Chapter 39, of the Texas Education Code, including end-of-course tests and norm-referenced tests approved by the State Board of Education to provide accelerated intensive instruction to students who have not performed satisfactorily or who are at risk of dropping out of school. Compensatory Education: State Criteria for Identification of Students At Risk of Dropping out of School A student at risk of dropping out of school includes each student who is under 21 years of age and who: 1. -
Proposal for an Undergraduate Major in Esports and Game Studies B.S
4/16/2019 Proposal for an Undergraduate Major in Esports and Game Studies B.S. Arts and Sciences PRELMINARY PROPOSAL FOR A BACHELOR OF SCIENCE IN Esports and Game Studies I. Proposed Major This new major will be a Bachelor of Science degree through the College of Arts and Sciences in Esports and Game Studies (EGS). Initially, the major will focus on three tracks: 1.) Esports and Game Creation, 2.) Esports Management, and 3.) Application of Games in Medicine and Health. Additional concentrations and certificate programs may be proposed once the major becomes well established. II. Rationale A. Describe the rationale/purpose of the major. This new four-year Arts & Sciences major is a true collaboration between five colleges at The Ohio State University: 1) The College of Arts & Sciences, 2) The Fisher College of Business, 3) The College of Education and Human Ecology, 4) The College of Engineering, and 5) The College of Medicine. This new degree is a multidisciplinary collaboration that is driven by industry needs. The Esports and Game industry is growing at an enormous pace over the past few years. According to Newzoo’s 2018 Global Esports Market Report the global esports revenues have grown over 30% for the past three years and this rate is expected to continue beyond 2021. The revenues in the industry were $250 million in 2015 and expected to reach $1.65 billion by 2021. This growth has created a dearth of properly trained college graduates to fill industry needs. This new UG major has been created to fill the void in industry. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Europe's Video Game Industry and the Telecom Single Market
Europe’s Video Game Industry and the Telecom Single Market Executive Summary The internet is a key driver of growth in the video game industry and facilitates distribution of content, engagement with customers, multiplayer gameplay and provision of crucial software updates to improve gameplay. Our industry has thrived where high-speed internet has become more accessible to consumers as the delivery of video game-related services and the distribution of high-quality video game content often consumes more data than other internet-related activities. Additionally, existing multiplayer gameplay functionality and future cloud-based game products which require technologies to rapidly ‘sync' over very long distances are highly sensitive to delays in the time it takes for these synchronisations to take place (these delays are referred to as “latency”). Any steps taken towards further harmonisation of the Telecom Single Market should therefore promote the following principles of Net Neutrality: (1) driving competition between internet service providers (ISPs); (2) safeguarding the emergence of dynamic new business models and commercial practices in the video games industry; (3) encouraging the distribution and free-flow of video game content by ensuring as many European consumers as possible may avail of internet connections with unrestricted or high data caps; (4) guaranteeing low latency for online multiplayer games to deliver the best possible interactive experience for gamers; (5) encouraging ISPs to provide reliable, uninterrupted broadband for end-users; (6) extending broadband at affordable prices to as many European consumers as possible and supporting the ongoing growth of the Europe’s fixed and mobile internet infrastructure; (7) ensuring transparency in the network traffic management practices of ISPs so gamers can make the best possible choice of broadband provider; and (8) ending “artificial” restrictions on network traffic and the throttling of competing services by ISPs. -
Learnings from the Education Innovation Clusters Movement
The Power of Community Networks: Learnings from the Education Innovation Clusters Movement Cricket Fuller September 30, 2020 Suggested Citation Fuller, C. (2020). The Power of Community Networks: Learnings from the Education Innovation Clusters [Project Report]. Washington, DC: Digital Promise. Acknowledgements The project to compile and publish this compendium on the Education Innovation Clusters initiative was supported by a grant from the Carnegie Corporation of New York. Digital Promise thanks the foundation for its longstanding support of the EdClusters network. We are also grateful to the numerous funders who have supported the EdClusters work at both the national and regional level (see Appendix B). Digital Promise thanks the many leaders across the country who have informed the lessons captured in this report, with more full acknowledgements listed in Appendix J. We especially wish to thanks those who contributed reflections for this retrospective, including: • Austin Beck • Nakeyshia Kendall • Gregg Behr • Katie Martin • Dana Borrelli-Murray • Ani Martinez • Sunanna Chand • Josh Schachter • Richard Culatta • Joseph South • Elena Damaskos • Katrina Stevens • Daniela Fairchild • Ajoy Vase • Steven Hodas • Devin Vodicka Contact Information Email: [email protected] | [email protected] Digital Promise: Washington, DC: 1001 Connecticut Avenue NW, Suite 935 Washington, DC 20036 San Mateo, CA: 2955 Campus Dr. Suite 110 San Mateo, CA 94403 Website: https://digitalpromise.org/ The Power of Community Networks: ii Learnings -
Defining Engineering Education
Paper ID #9586 Defining Engineering Education Dr. Alan Cheville, Bucknell University Alan Cheville studied optoelectronics and ultrafast optics at Rice University, followed by fourteen years as a faculty member at Oklahoma State University working on terahertz frequencies and engineering edu- cation. While at Oklahoma State he developed courses in photonics and engineering design. After serving for two and a half years as a program director in engineering education at the National Science Founda- tion, he took a chair position in electrical engineering at Bucknell University. He is currently interested in engineering design education, engineering education policy, and the philosophy of engineering education. c American Society for Engineering Education, 2014 A Century of Defining Engineering Education Abstract The broad issue question addressed in this paper is how the complex interface between engineering education and the larger contexts in which it is embedded change over time. These contexts—social, intellectual, economic, and more—define both the educational approaches taken and how various approaches are valued. These contexts are themselves inter-related, forming a complex system of which engineering education is a part. The interface between engineering education and the larger system is not unidirectional; while environmental changes can affect engineering education so too does engineering education affect the larger environment. This paper adopts a philosophical perspective in exploring some interrelationships between engineering education and the larger social-technical-economic system. To explore the extent to which a meaningful conceptual ontology exists for dialog of the role on engineering education in society, definitions of how engineering for the purpose of engineering education are examined.