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Simulation Sightings

31.3.04
 
BBC NEWS | In Depth | dot life | Think tanks for gamers
Think tanks for gamers This story by By Mark Ward BBC News Online technology correspondent looks at how Online communities that band together to solve puzzles could provide clues to the next big step in social development. New forms of collaboration on the net are giving rise to clever crowds able to solve challenges and puzzles that most individuals would struggle to tackle alone.
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30.3.04
 
Pastimes and Paradigms : GAMES WE PLAY ll Cornell University Division of Rare and Manuscript Collections
Pastimes and Paradigms : GAMES WE PLAY ll Cornell University Division of Rare and Manuscript Collections: "The Division of Rare and Manuscript Collections investigates the evolution of games since 1800 through PASTIMES AND PRADIGMS : GAMES WE PLAY "Although they (the games) differ in design and presentation, they share a single message: the game is the medium." A very interesting and visual web component to the exhibition.
 [link]
21.3.04
 
Game Resources
Game Resources Goodness! This set of resources from the HR program at Western Carolina University will keep you clicking for some time. This is an extensive (huge) collection of face-to-face, flash based, and what appear to be hot potatoes software based games and simulations. I didn't always agree with the answers to some of the quizzes but they are great conversation starters.
 [link]
15.3.04
 
Howtoons
Howtoons: "Howtoons are one-page cartoons showing 5-to-15 year-old kids 'How To' build things. Each illustrated episode is a stand-alone fun adventure accessible to all, including the pre-literate. Note: Why should they have all the fun. I think you could find many training uses for these ideas. Including the concept of howtoons as a job aid template. I would like to get one of these in the box with my new VCR (oh sorry showing my age, DVD) player.
 [link]
7.3.04
 
Interactionary design competition
UIWEB.COM - Interactionary design competition--an experiment in design education. The idea is to explode the process of design by forcing insane time constraints, and asking teams of designers to work together in front of a live audience. From what we've seen, it forces the discussion of design process, teamwork, and organization, and asks important questions about how designers do what they do. Below are summaries of previous events, and information about how to organize your own Interactionary. On a quick read, it looks adaptable for a variety of learning outcomes.
 [link]

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