I aspire to do what @RogerTravis already does.

if you wanted to call practomime "playing pretend" or "playing a role-playing game" I wouldn't argue. Think about it: how much do people learn playing pretend, whether that's playing a game, acting in a play, going through a religious ritual, or reading a historical novel? I would contend that it's more than they ever learn in school.

How it works

From a purely technical perspective, the entire course is a big practomime. (In fact, if you think about it, every course you've ever taken [with the exception, to be sure, of my previous courses] is a boring practomime in which you pretend to be a student who's getting to know the stuff he or she needs to know to pass the course.) You are learning to be something like a Roman who could function in some small range of ancient Roman culture.

From a practical perspective, your sessions of reading Latin poetry, however, which would be interludes in the life of the Roman you portray, will in the world of this course dominate his or her practomimetic life. The rest of his or her existence—the times in which he or she gets to "do stuff"—will be squeezed in between the reading. This fact of course means that we get to skip the boring parts of Roman existence (sleeping, walking, eating non-banquet food) and concentrate on the interesting ones.

Roger's doing the kinds of things I dropped cautious hints about in my dissertation, "Acquiring Literacy: Techne, Videogames and Composition Pedagogy." He isn't just making more explicit the connections between college-level coursework and, for example, James Paul Gee's 36 learning principles found in good videogames. Roger made the course the game.

I need to go all in as he has.

"creating computer games, rather than just playing them, could boost students' critical and creative thinking skills"

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.

"The Imagined Space of the Web 2.0 Classroom"

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.

College-level coursework in composing music for videogames (take note, @myronmanns)

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.

1/4 of variability in achievement seen in those trained on a new video game predicted by measuring volume of 3 brain structures

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

Are students lazy, industrious or both? #eng111 #345tw

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.

I have no words

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.

"Humans turned from hunting & gathering to agriculture [because] of...simple urge for alcoholic beverages."

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.”

"Can historical fiction – in the form of novels, plays, films or even video games – pass as education when it comes to teaching history?"

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.