List of University Based Gaming Research Initiatives

Projects, collaborations, and academic centers focused on researching and developing games in Education. (There are a significant number of other academics focused on studying Serious Games and Commercial Games).

  • Education Arcade (MIT): Researchers produced 15 game concepts with supporting pedagogy that showed how advanced math, science, and humanities content could be uniquely blended with state-of-the-art game play.  Examples include Augmented Reality Games (Environmental Detectives), Online Puzzle Games (Labyrinth), Multi-player Role Playing (Revolution), 3D worlds (Supercharged!). Future work will focus on an initial set of computer games that will be distributed through desktop and mobile devices. 
  • Epistemic Games (University of Wisconsin): Developing epistemic games (computer games that can help players learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals).  Game projects include: Digital Zoo (become biomechanical engineers and use physics simulation to design wire frame prototypes); Urban Science (tackle urban issues using iPlan, a GIS tool, to develop a comprehensive plan for the community); Journalism.net  (become reporters working for online newsmagazines); Science.net  (become science reporters); Pandora Project (become high-powered negotiators deciding the fate of a medical controversy); Escher’s World (become graphic artists creating an exhibit of mathematical art).   
  • Games for Education and Learning Lab (MSU): Mission to design prototypes, techniques, and games for entertainment and learning and to advance knowledge about the social and individual effects of digital games.  Research includes 
  • Games for Learning Institute (NYU):  New consortium recently created to evaluate games as learning tools.  The joint endeavor of Microsoft, NYU, and other university partners (Columbia, CUNY, Dartmouth, Parsons, Polytech, RIT, Teachers College) will “identify which qualities of computer games engage students and develop relevant, personalized teaching strategies…”  The first three years of G4LI’s research will focus on evaluating computer games as potential learning tools for STEM subjects at the middle school grades.  G4LI will also evaluate game prototypes and introduce them, along with accompanying curricula, into an existing network of 19 New York City area schools.
  • Pixels, Programming, Play & Pedagogy (University of Denver): The project explores the creation of interactive videogames as a holistic, project-based teaching method in high schools.  P4Games has two primary activities: (1) “Teach the teacher” through the Teacher Game Institue  and (2) Teach video game creation skills directly to high school students during residential summer camp. 
  • Project New Media Literacies (MIT): Central goal is to engage educators and learners in today’s participatory culture.  Believes that new media literacies need to be integrated across curriculum — as a paradigm shift in how we teach and think about content, not as an add on subject.  Has  community site to share learning materials and with teacher strategy guides. Encourages educators to download, test, and provide feedback on their learning modules in classrooms or in after-school programs.
  • SciCenter (Cornell): Focused on supporting engaging STEM learning through the social and playful medium of virtual worlds and new media (including open source software platforms for creating collaborative multi-user online applications).


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One response to “List of University Based Gaming Research Initiatives

  1. Pingback: List of University Based Gaming Research Initiatives | Online Gaming

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