Nikunj Dalal, Parth Dalal, Subhash Kak, Pavlo Antonenko, and Susan Stansberry of Oklahoma State University, Stillwater, outline a case for using rapid computer game creation as an innovative teaching method that could ultimately help bridge the digital divide between those people lacking computer skills and access and those with them. "Worldwide, there is increasing recognition of a digital divide, a troubling gap between groups that use information and communication technologies widely and those that do not," the team explains. "The digital divide refers not only to unequal access to computing resources between groups of people but also to inequalities in their ability to use information technology fully."
There are many causes and proposed solutions to bridging this divide, but applying them at the educational and computer literacy level in an entertaining and productive way might be one of the more successful.
Accommodating technology, that is, making it usable in a room, does require many changes: Rooms should be square or rounded instead of rectangular since sight-lines and visual display of information is now as important as the sound of voices; moving furniture for different ways to work with technology should not cause a sudden roar of noise, chair and table legs scraping on tile, but instead the soft rolling of table and chair on a soft surface. In other words, new classroom design is not based on unquestioned tradition but is based on new practices developed within the field of media architecture.
Berklee is offering five classes this semester in video game audio or game scoring. Sweet says his typical student is not only knowledgeable about state-of-the-art video games like Modern Warfare and BioShock but also has classroom experience in disciplines like sound production, voice acting, music technology, and film scoring.
Versatility and familiarity are important. In writing for games, composers must anticipate and create cues for the various layers and levels a player passes through. Story lines and scenes change rapidly and unpredictably. As technology improves and memory space expands, moreover, these games have grown more sophisticated, visually and sonically. Players’ expectations rise accordingly, creating a demand for such elements as a full orchestral score.
Research has shown that expert video gamers outperform novices on many basic measures of attention and perception, but other studies have found that training novices on video games for 20 or more hours often yields no measurable cognitive benefits.
These contradictory findings suggest that pre-existing individual differences in the brain might predict variability in learning rates
The academy at-large is also divided over this generation’s profile. We tend to classify today’s students as either lazy (putting our country’s future in peril) or industrious and creative (offering national hope). It appears that we have a “Janus Generation;” researchers continually picture its students with contrasting faces, like the two-headed Roman god, Janus.
Within the digital culture that all children are now born into, video games have tremendously positive connotations. It was probably only a matter of time before they began to find their way into educational structures.
The Justice Department also faces questions about its larger role in creating the circumstances that lead to the use of so-called enhanced interrogation and restraint techniques at Guantánamo and elsewhere. In 2006, the use of a gagging restraint had already been connected to the death on January 9, 2004, of an Iraqi prisoner, Lieutenant Colonel Abdul Jameel, in the custody of the Army Special Forces. And the bodies of the three men who died at Guantánamo showed signs of torture, including hemorrhages, needle marks, and significant bruising. The removal of their throats made it difficult to determine whether they were already dead when their bodies were suspended by a noose. The Justice Department itself had been deeply involved in the process of approving and setting the conditions for the use of torture techniques, issuing a long series of memoranda that CIA agents and others could use to defend themselves against any subsequent criminal prosecution.
The pottery sherds in China, along with a pattern of ancient brews found in other regions of the world such as Africa and Mexico, have led McGovern to theorize that alcohol had a pivotal role for the development of early man.
Even as our ancestors had no understanding of chemistry at the time, they likely would have discovered how to create alcohol by accident. McGovern said perhaps a sprouted grain that had fermented by falling in a pool of water was picked up and eaten. Once consumed, those drops of alcohol juices would have hit the taster’s brain, causing them to wonder where they could get more.
“A main motivation for settling down and domesticating crops was probably to make an alcoholic beverage of some kind,” McGovern concluded. “People wanted to be closer to their plants so this leads to settlement.”
Technology is being used more and more both inside and outside of the classroom. Schools are increasingly keen to employ computer games and web-based resources as part of their arsenal of teaching tools, and several museums including the Brooklyn Museum in New York, and Glasgow's Hunterian, are going mobile with iPhone apps.
Virtual reconstuctions can offer an immersive educational experience, and are a great way to discover ancient history whilst actually having fun. Projects like Virtual Sambor Prei Kuk, King Tut Virtual, Digital Karnak and Virtual Roman Leicester offer a high level of detail and historical accuracy. Virtual reality is a tool also used by archaeologists and museums to actively teach - and learn - about historical sites and artefacts.
Rhetoric/Composition/Play is further evidence of an increasing advocacy toward teaching approaches that allow and encourage students to greater exploration and more “play” in college-level writing courses. Such pedagogy often comes coupled with an acknowledgement of technology as an increasing influence in the lives of students entering composition classrooms. Not only a call to engage students where they are and where they want to be, scholarship of this kind also tends to stress how American higher education often fails to even adequately participate in this endeavor. It is here that various questions concerning implementation arise, and paramount among these is a focus on how to make pedagogy more of a competitor. The easy answer is to incorporate said technologies to further learning and literacy, and while many compositionists already teach in computer-assisted classrooms, more remains to be done regarding pedagogical applications. Integrating such technologies can be done better, though. Without a more thorough understanding of technology and how it is manifest in society, any incorporation is almost certainly doomed to some kind of failure. A perusal of the history of the root of technology, techne, can result in not only applicable understanding for today's post-wired reality but also achievement of a more beneficial balance between pedagogy and technology.