Below are press pieces or other public notices (e.g. blogs) about our work.

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June 30, 2009

[In the Media] GK Youth Leader Nafiza Featured on Edutopia Online

GK's own youth leader Nafiza was chosen to be part of Edutopia's online Youth Portraits series, in which they feature the digital worlds of various teens.

Digital Youth Portrait: Nafiza







Edutopia's portrait includes an interview of Nafiza along with short video pieces on her, her work in GK's OLP programs and what it is like to have digital media play a close relationship in her day to day life.

There are also sections, within Edutopia's feature on Nafiza, where other videos spotlight using digital media to learn world affairs and highlight the work Nafiza and other youth leaders put in within the VVP program to produce the 2007 and 2008 program short films "A Child's War" and "Race to Equality".

Learning World Affairs Through Digital Media







To visit Edutopia's full youth profile on Nafiza, click here.

June 29, 2009

[P4K] Global Kids' Tempest In Crescent City in Christian Science Monitor

GK-tempestatG4C

A recent article in the Christian Science Monitor focuses on video games that let you play with topics taken from the news around us. It spotlights Tempest In Crescent City as an example.

Another featured news game, “Hurricane Katrina: Tempest in Crescent City,” developed by Global Kids and Gamepill, focuses on how residents and the government coped after the 2005 storm hit. Players walk through New Orleans after the hurricane, communicating with neighbors and reporters to find a family member.

Read the full article here.

[media] Two New Reports on Transforming Educational Strategies

There have been two really great reports released recently, one by The Joan Ganz Cooney Center and the other by the Asia Society. Both focus on implementing global and digital literacy into the educational strategies.

Picture 1

In the report released by the Joan Ganz Cooney Center, Game Changer: Investing in digital play to advance children's learning and health, it discusses the impetus of using gaming to help develop educational skills. The report states, "digital games offer a promising and untapped opportunity to leverage children’s enthusiasm and to help transform learning in America." To follow this up, they give recommendations and examples of various games which accomplish this significant task. One example used is GK's Ayiti, which is given as an example of one of the various health and learning games that demonstrates ways to transform learning. Ayiti is described as "a strategy game that asks, “What is it like to live in poverty, struggling every day to stay healthy, keep out of debt, and get educated?” Set in rural Haiti, players must manage the lives of a family of five, struggling with minimal resources to achieve a stable, safe, and healthy environment. The game is very difficult but provides win states and suggests that no problem is unsolvable."

It was also recommended to develop models or games, that best tap into community resources. "A number of promising afterschool models are already helping children from underserved communities become “tech savvy” and are developing innovative approaches to parent training that includes digital content such as games that can be used across settings. These models include the Intel-sponsored Computer Clubhouses, the Boys & Girls Club of America’s Club Tech, and locally-based youth-leadership programs such as Global Kids, One Economy, and Computers for Youth. National efforts to bridge school, home, and community uses of game technologies should learn from, improve upon, and scale-up these models."

Picture 2

The report by the Asia Society, Expanding Horizons: Building Global Literacy in Afterschool Programs, also discusses the importance of teaching global literacy within educational settings, to make sure youth of today are ready for what comes when they enter the growing global workforce. The report looks at how to prepare the youth through four different aspects, one of them being "Transforming Learning". In this section, various examples of how to integrate digital media into the classroom setting are given. "For older youth, many international organizations are starting to provide educational events in Teen Second Life. For example, Global Kids implemented the "I Dig Tanzania" summer camp, a program where youth in Chicago and New York followed a palentology excavation in Tanzania led by a team from the Field Museum of Chicago. Participants followed what the real researchers were doing through streaming video, asked questions over satellite phones, and then dug virtual fossils and assembled them together into an exhibit in Teen Second life. "

On page 54, the report discusses how to help youth find active roles, and uses GK's afterschool program structure as a good example of this. The report also mentions the use of various programs Global Kids runs in our afterschool programs including: the Power of Citizenry program, the Annual Youth Conference, Undesirable Elements, which is a youth-led theater program and our Playing for Keeps program, which works to integrate game design into serious issues, creating a serious game such as Ayiti, as examples of how to transform learning within afterschool programs.

Both reports are very interesting and well worth the read, so check them out!

June 25, 2009

[SL] GK Leader organizing TSL Relay for Life events

A recent entry from Arwyn Quandry on the blog Transmissions from TSL, focuses on TSL Relay for Life and mentions Global Kids donating the sim for this and all the wonderful organizational efforts by the teen Lucky Figtree who has been working with GK for the past few years.

The mastermind behind this whole event is the talented Lucky Figtree, a longtime GK helper and teen activist who has been running TG RFL events for the past three years. She also speaks at conferences both in-world and first life with Global Kids. On the Relay for Life, she said, “With Relay for Life on the Teen Grid, I hope to give teens all the opportunity in the world to make a difference. Too often the teen grid is regarded as a waste of time and space, and I want to change that and show the teens just how much good they can do when they come together. Our plan is to educate and train in hopes that when it’s time for these teens to transfer, they’ll take part in the main grid relay and continue to celebrate, remember and fight back.” Lucky will transfer on August 23rd, 2009.

To read the full article, click here.

[P4K] Ayiti in the classroom

A recent post by the Techbrarian gives an example of how this teacher is using Ayiti in their class room.

In Haiti only about half of the children receive an education and only two percent finish high school. Without a proper education, the poor stay poor in Haiti (and many countries like this.) While education is the key to rising out of poverty, many parents are not able to send their kids to school. Why not? Play the game below to find out.

Read the full post here.

[media] (o.o) Festival: NYC Digital Youth Media & Technology

The (o.o) Festival: First Annual NYC Digital Youth Media & Technology Festival will be this Saturday, June 27, 2009, at The New School, NYC.

We are so thrilled that this event by an incredible coalition has come together to support youth through NYC in our various after school programs. Global Kids has youth showing their VVP year end videos, youth from the Media Masters program showing their digital transcripts, youth from HRAP at South Shore showing their documentary about their school phasing out, and youth from our Expressions program showing the variety of digital media they created about social and global issues.

In addition, youth from the three NY Public Library sites implementing our Playing 4 Keeps game design program will be competing for the best serious game design and we can't wait to see what the youth have created.

The full press release is after the jump.

Continue reading "[media] (o.o) Festival: NYC Digital Youth Media & Technology" »

June 18, 2009

[In the media] Games for Change conference comes of age.

In a recent article, Gamasutra covers the Games For Change conference cofounded six years ago by Global Kids, as having finally come of age.

"When we started Games For Change, we were coming together based on personal experiences," G4C co-founder and president Suzanne Seggerman tells Gamasutra.

Seggerman and colleagues like GlobalKids' Barry Joseph and current MacArthur Foundation Digital Media and Learning program director Ben Stokes "had all been convinced that games had this powerful potential," she says. "It was basically a huge collective hunch."

Read the full article here.

June 10, 2009

[SL] Mixed reality: virtual worlds create real life connections

Our good friend Susan Tenby, Online Community Director of Tech Soup, who also runs the Non-profit Commons in Second Life, has a great article published in the Huffington Post on using virtual worlds such as Second Life to help connect, engage and educate between real world events and virtual spaces.

In her article, she also mentions Global Kids work as a great examples of this.

Large foundations are beginning to take notice and leaders like the MacArthur Foundation are not only providing grants to nonprofits to help grow their virtual presence, they are holding events on their own island. Other nonprofit communities like Global Kids teach digital media skills to young people and have successful funded programs in Second Life. More nonprofits are seeing virtual worlds, like Second Life, as one of a handful of social media tools that are essential in their Web and outreach strategies.

Thanks for the mention Susan! You can check out the full article here.

June 8, 2009

[SL] Philanthropy in virtual worlds

The Chronicle of Philanthropy's podcast series latest episode spotlights Philanthropy in Virtual Worlds and features a discussion between host Allison Fine and MacArthur Foundation's Connie Yowell and our own Barry Joseph.

Episode 7: Philanthropy in Virtual Worlds

Connie Yowell, director of education at the John D. and Catherine T. MacArthur Foundation, and Barry Joseph, director of the online leadership program for Global Kids, discuss how nonprofit groups are working in virtual spaces like Second Life. Allison Fine, the host, also offers ideas on how virtual worlds can help organizations raise money and promote their causes. (Running time: 12:36)

Check out the episode on their site, listen to it below or download it.

May 27, 2009

[p4k] Knight News game awards ceremony

We hope everyone thinks good thoughts for us going into the first annual Knight News Game Awards ceremony Wednesday night as part of the Games for Change Festival. Some of the Playing 4 Keeps student designers will be showing Ayiti: The Cost of Life off to the crowd before the winner is announced.

Wish us luck!


May 17, 2009

[P4K] When Games Get Serious

Darren Hayes of the Learning Forward blog posted recently an entry on his thoughts on the Games for Change Toolkit, including thoughts on one of Barry's presentations and his experience playing Ayiti.

You can read his thoughts below or the full entry on his site.

The Toolkit 4 Making Social Issue Games produced by Games for Change is a terrific primer on the state of the industry on serious or social issue games development. This toolkit provides a series of video presentations by leading proponents in the serious games arena and is a great way to start thinking about what’s out there and what’s possible.

In one of the presentations within the toolkit Barry Joseph, Director of the Online Leadership Program for Global Kids, talked about the planning and production of a game called Ayiti, the Cost of Life. “Ayiti” is the Creole word for “Haiti.

In the game itself you have a family in a village in Haiti and you need to guide them through a series of activities over the course of four years where the family members try to earn money on the farm or at various jobs, you try to provide education for the children, stay healthy as long as possible, and generally confront the “cost of life.”

Continue reading "[P4K] When Games Get Serious" »

[P4K] The end of an era

We were very sorry to see our long-term partner, and digital advisory member, GameLab close its doors this month. GameLab partnered with Global Kids on the powerful game Ayiti: The Cost of Life and over the years published numerous game titles.

It may be the end of an era, but its also the start of something new and we look forward to what comes next for those behind GameLab.

Others commenting on the passing of GameLab:


gamelab.jpg

May 10, 2009

[Staff] Virtual Worlds: Emerging Trends for 2009

If you haven't gotten a chance to read Barry Joseph's latest post to the MacArthur Spotlight blog on his thoughts on emerging trends in virtual worlds, you can check his post out below or on the MacArthur Spotlight blog.

MacArthur grantee Global Kids reflects on six trends in virtual worlds around learning and philanthropy.

By Barry Joseph

As RezEd enters its second year of funding from MacArthur, we thought it would be helpful to outline several trends we have seen emerging that affect learning and virtual worlds.

Trend 1: Media Tired...
The press grew tired with its love/hate relationship with Second Life, the preeminent virtual world in the public sphere, moving from wide-eyed adoration to cynical disdain. Recent signs, such as cnet’s ”Second Life Strives for a Second Wind” and Gigaom’s ”Second Life Starts to Grow Again,” suggest the pendulum might be swinging back.


Continue reading "[Staff] Virtual Worlds: Emerging Trends for 2009" »

[press] new Threshold focuses on Participatory Media; includes Global Kids

Cable in the Classroom has released the latest issue of Threshold Magazine. It goes out to 40,000 schools. This issue was coordinated by our partners at the M.I.T.s Project New Media Literacy. Global Kids was involved in three of the articles, each available for free as a pdf download here.

The first one, Henry Jenkin's "'Geeking Out' on Democracy," states the following:

Global Kids, a New York after-school organization, has been using Second Life to bring together youth leaders from around the world in a virtual playground where they can imagine and stage solutions to real-world problems. Global Kids used machinima-a technique to create realtime digital animation-to document the story of a child soldier in Uganda and circulate it via YouTube and other platforms to call attention to the plight of youth in the developing world.

Much like the HP [Harry Potter] Alliance, Global Kids is modeling ways we can bridge the gap between participatory culture and participatory democracy.

The second is an article co-written by GK's own Rafi Santo, descibing a day in the life of our innovative Media Master's program: "Mastering New Media."

Finally, the third, "The Future of Participatory Culture: A Threshold Forum," is an edited transcript of GK's Online Leadership Director, Barry Joseph, in dialogue with Henry Jenkins, Daniel T. Hickey, and John Palfrey discussing the rise of digital media and what it means for our students, our schools, and education in general.

Please check it out and help spread the word about this fantastic resource.

April 17, 2009

[P4K] CONSENT! Successfully Launches in Second Life

On Wednesday, April 8, 2009, Global Kids' Playing 4 Keeps youth created game CONSENT! launched officially in the Clemson Teaching Learning sim within the main grid of the virtual world Second Life.


The two hour event was attended by some three dozen avatars who got to be some of the first people within the main grid to play the game and many more who visited and played CONSENT! in the following days.


More info on CONSENT! after the jump.

Continue reading "[P4K] CONSENT! Successfully Launches in Second Life" »

April 13, 2009

[P4K] Ayiti featured in Multimedia & Internet @ Schools mag

Multimedia & Internet @Schools magazine, in their recent March/April 2009 issue, wrote an article featuring our partners TakingITglobal: "The TIGed Program: A Model for Taking Classrooms Global." One section focused on where they supported us to distribute our Ayiti game to educators:

Case Study: Ayiti Online Game. Educators and TIGed chose to directly engage students in developing a thematic classroom and online educational game about life in Haiti. Youth at South Shore High School collaborated with partners Global Kids and Gamelab to develop Ayiti, a role-playing video game in which the player assumes the roles of family members living in rural Haiti. Players must balance various goals, such as achieving education, making money, staying healthy, and maintaining happiness while encountering unexpected events.

The Ayiti game is connected to a thematic classroom toolset, allowing educators to guide their students through an interactive learning experience that includes playing Ayiti. It is an example of a youth-driven project that effectively uses the skills of both educators and web developers to make the students' creative efforts a learning tool - one that speaks the language of youth while raising consciousness about global issues.

April 10, 2009

[P4K] Wall Street Journal profiles games as real-life documentaries

In a recent article "Iraq, the Videogame - War is hell. Should it be a game?", Wall Street Journal author Jamin Brophy-Warren writes on the upcoming game focusing on the Iraq War and the merits of serious games spotlighting real life events.

He also highlights other games, such as our own Ayiti, that effectively use serious subject matter and events as their base.

Videogames are not foreign to using real-life events as fodder. Many military games such as some of the popular Call of Duty and Medal of Honor series are based on past American campaigns during the various wars over the last century. The "serious games" movement, which often seeks to teach a particular message or idea, frequently draws on current events as well. MtvU, the college version of Viacom's MTV, launched a Web game called "Darfur is Dying" in 2006 to teach about the atrocities in the Sudan, and non-profit Global Kids and developer Gamelab created "Ayiti: The Cost of Life" that challenges players to keep a virtual family of five alive and healthy in Haiti.

You can read the full article here.

March 27, 2009

[VVP] Educational uses of machinima

Global Kids was featured in a recent post on the site Media Rights focusing on the diverse uses of machinima. Below is the section discussing our work under education.

Machinima and Education

Meet Global Kids, a New York-based nationally recognized leader in utilizing digital media to promote global awareness and youth civic leadership. Global Kids draws participants from twelve high schools for its after school virtual video project where students produce machinima in Teen Second Life, a sister site to Second Life that restricts access to users 13-15-years-old.

Students meet at the start of the school year to discuss global issues and travel to virtual international locations that would otherwise be cost prohibitive.

Rik Panganiban, Online Leadership Program Associate, says, “For example when discussing possible scripts students can start in a bazaar in Cairo.

“They have to think about what assets (sets and props) they will need to do that. They have to do research to learn what would be the right outfit, what sounds would we hear, what language would be spoken.”

Panganiban says in this collaborative environment the traditional top-down education model of teacher-to-student dynamic is replaced with peer-to-peer learning.

“This (creating machinima) is different than turning in a paper about education and racism that will be consumed by a teacher and given a letter grade only.”

Global Kids machinima has been screened their work online and by various festivals including, two films screening in the 2008 We the Peoples Film Festival in London.

To read the full article, click here.

March 17, 2009

[MM] Prospect Heights Campus students create their school's Wikipedia entry

Below is the story that was in NML's latest e-newsletter, from researcher Flourish Klink observing Global Kids' Media Masters program and the student's of Prospect Heights Campus working to create their school's Wikipedia entry.

In Brooklyn, New York, in the first school in the United States to need metal detectors to keep its students safe, some students in an after-school classroom are preparing to make an impact on their world. Most of them use Wikipedia already, but now they've written their own Wikipedia entry - one that's about their high school. They've thought about its troubled history, they've used their New Media Literacy skills to their fullest, and they've pooled their thoughts in chat rooms and co-edited online documents. All that's left to do is put it up online and let other Wikipedians help make it even better. Some of the students say that now they're more likely to edit other Wikipedia pages themselves, correcting them when they see errors. But they're all just a little nervous, excited to see their work go live.

It takes some time before anyone's brave enough, but finally one student comes up and clicks "save page." Now Wikipedia has an entry about "Prospect Heights Campus." None of the students alone could have gathered the information necessary; none of the students alone could have brought the project to fruition. Together, they made it happen - and now they are all a little more empowered, a little more prepared to extend those collaboration skills into the world outside the classroom.

To read the Prospect Heights Campus wikipedia entry, click here.

February 6, 2009

[SL] Coverage of Metanomics show featuring Barry

Barry Joseph, along with David Klevan of the United State Holocaust Memorial Museum, were guests on the January 26th episode of the show Metanomics. They both spoke on education in virtual worlds including Teen Second Life. Video highlights from Barry's comments, including further thoughts on the importance of a Teen only virtual space within Second Life, are below along with links to the full video and transcripts.

View or download the full event video here. (MP4)Read the transcript.

February 3, 2009

[SL] Putting youth social networking risks in context

Anne Collier from Net Family News recently wrote a response to the recent Pennsylvania state attorneys general peer-reviewed research in the the recent Internet Safety Technical Task Force. She summarizes some of the key points in their research and then offers up her thoughts on the topic of risks for youth on social networks.

The attorneys general have said the research is outdated (see the Wall Street Journal) and not enough about predators in social-network sites, so study author Nancy Willard analyzed some data that couldn't be more current: all online predator arrests in Pennsylvania from 2005 through the middle of this month, cited in press releases in Attorney General Tom Corbett's Web site.

But online crime needs to be seen in context too. Crime must be addressed, but so much of what is happening online - including among teens, of course - is good. Or neutral. Or bad but not necessarily criminal. Increasingly, the Web mirrors all of "real life." Our kids deserve more from parents than fear about it and from the rest of us than overemphasis on crime.

She then goes on to cite the recent staff reflection from Barry on the topic of mixed virtual spaces for youth entitled On Plans to Turn Second Life from an Age-segregated to a Mixed-Age Virtual World.

Continue reading "[SL] Putting youth social networking risks in context" »

February 2, 2009

[RezEd] Using Virtual Worlds for Professional Development

In the mood for a good read and one that is an example of something people can use to introduce people to the value and legitimacy of virtual worlds for education, Peggy Sheehy recently authored an article in the publication Tech and Ed entitled "Give your Professional Development Second Life". In it she details how virtual worlds, such as Second Life make great resources and spaces for educator professional development.

She spotlights organizations like ISTE, NMC within Second Life and gives a shout out to RezEd.org and Global Kids' Second Life Curriculum as a key component to anyone looking to use Second Life as a space for professional development.

Download a pdf and read Peggy's article here.

February 1, 2009

[In the Media] Online Social Networks for Educators and RezEd.org

The National Educators Association published recently an article entitled Online Social Networking for Educators highlighting how educators build community and collaboration online in educationally focused social networks beyond Facebook and MySpace.

As a jumping point from there, Akili Lee posting on MacArthur's Spotlight blog, mentions additional social network spaces online like RezEd.org that are big resources for educators. He also goes further and delves into the importance of these spaces for youth themselves.


We have to go beyond exploring social networking tools as just a way to connect with like minded teachers, but come to understand that we have a unique opportunity to create better connections with and facilitate unique and natural learning moments with our students. While these tools may be new and unfamiliar to many of us, we must recognize that for many of today’s kids, setting up a profile page, making friends online, blogging and sharing media is as natural as phone calls and trips to the movies were for previous generations. As we collectively gain better understanding of how students operate online, are we also looking for new opportunities to leverage these spaces to support their personal and academic development?

Both are a good read on the subject, so check them out below.

Read the NEA's post here.

Read Akili's full post here.


January 27, 2009

[P4K] More thoughts on Games for Change's amazing toolkit

We mentioned in a recent post the launch of the toolkit from Games For Change (G4C) entitled "Let the Games Begin, A Toolkit 4 Making Social Issues Games." We wanted to write a longer review of it, because there is just so much to say about it.

The toolkit itself is laid out in a neat, interactive flash interface that highlights some of the best moments from the past Game for Change conference along with other resources written and compiled for the toolkit. The entire toolkit is also available to download and view offline.

Among the collection of resources, three of the included documents have never before been made available - they are the design documents made by Gamelab in the course of creating our Playing for Keeps (P4K) game Ayiti. There is also an excellent case study document which was created from Barry Joseph's talk at G4C.

The toolkit has accompanying videos including a talk presented by Barry Joseph and footage of Global Kids own Executive Director Carole Artigiani as well, who speaks on the role of supporting P4K as a non-profit ED. Another video features Shelley Pasnik, of CCT, discussing the evaluation of Ayiti: The Cost of Life. The second half of the video that accompanies the "Urge" section also includes a brilliant talk by Karen Siderman, who created this toolkit, doing a case study of ... you guessed it ... Ayiti!

So, in all, the Toolkit contains four talks on Ayiti and five support documents, one completely new. We couldn't be more proud of how our work with Global Kids youth leaders and Gamelab's production has become the gold standard for the community of the type of Games For Change we all wish to see.

The entire toolkit is an invaluable resource and you can view or download the toolkit here.


January 13, 2009

WNYC features GK teens producing radio shows for Radio Rookies

The most recent broadcasts of Radio Rookies aired in December 2008 during Morning Edition on WNYC and was held in partnership with Global Kids' High School for Global Citizenship (HSGC) in Crown Heights. These HSGC youth written and produced stories explore why parents work so much, child abuse, literacy, not reaching one's potential, and being different.

Listen to the broadcasts below.

Continue reading "WNYC features GK teens producing radio shows for Radio Rookies" »

January 10, 2009

[In the Media] Digital Media’s Young Innovators

Connie Yowell, MacArthur’s Education Director, recently introduced a new series of posts highlighting the work of youth in digital media production, including two teens in Global Kids' Online Leadership Programs, Mariel Garcia and Nafiza Akter.

We wanted to take some time over this holiday season to spotlight voices of those rarely heard from on this blog - but who also inspire and challenge us to think in new directions. Over the next several weeks we'll hear directly from youth who are engaged in their own creative media production - they are remixing, building, designing, and creating their own original videos, podcasts, machinima, games, and networking sites. Their work challenges us to use media in new and creative ways and provides models of innovation and vision for the future. These youth come to us through two incredible programs - The Digital Youth Network in Chicago and Global Kids' Online Leadership Program in New York City - both of which foster media literacy and civic participation through creative production.


Mariel García: My Digital Life

It is hard for me to sit down and realize that I have actually created media in the strict sense of the word. Although I got a computer at home at a young age, I grew up looking up at people who created content that reached many corners of the world. Now that I see comments or the statistics in the cyberspace I have occupied that say people maybe not from all countries, but certainly from all regions of the world have looked at content I have made, I can’t help but go, ‘Oh, wow. Yay Internet’.


View Mariel's post here.

Nafiza Akter: Virtual Video Projects

The last couple of years with Global Kids are hard to describe in a few words, especially the work I’ve done around digital media. November 2006, the first Virtual Video Project program began. The mission of the program was to produce a short machinima, which is a term used to describe a film produced in a virtual platform, about a global issue. Most of us, if not all, went into the program without any prior knowledge of Second Life, which was the Virtual World we filmed on.

View Nafiza's post here.

January 6, 2009

[P4K] Virtual environments for education

In the article Virtual Environments and the K-12 Education, Kelly Czarnecki offers up a look at projects using virtual worlds in K-12 schools and what is being learned from them. Within that framework she brings up Teen Second Life and spotlights Suffern Middle School and our Science in Second Life program as a good example of enabling educators to utilize virtual worlds to engage students, specifically in Science, technology and programming.

Download the article as a PDF.

[P4K] Changing the Game

The site Planet 2025 Voices, which focuses on topics relating to creating a sustainable future, posted recently an interesting post reflecting on the power of using games to create real life change. They cited our own Ayiti: the Cost of Life game as a good example:

"...our ability to build a sustainable future is only limited by the boundaries of our imagination. The technologies exist to make this work, two years ago Life in Ayiti - the cost of life won a number of awards. Meanwhile, a fast growing number games for the planet engage contemporary social issues in meaningful ways to foster a more just, equitable and/or tolerant society."

Read the full post here.

{P4K] Review of Hurricane Katrina: Tempest in Crescent City game

If you haven't already checked out the review that was written by the Conscious Gamer blog site about Hurricane Katrina: Tempest in Crescent City, it is definitely worth the read and offers up a good game play summary.

According to Tempest's website, the three main goals for the game were 1) Teach players about how everyday residents of New Orleans acted heroically to help each other. 2) Emphasize what are perhaps the two most important priorities in any disaster: communication and use of local resources, needs, and knowledge. 3) Draw attention to the continuing struggle in New Orleans as residents fight for housing in 2008.

Tempest did a good job at 1) and 2), highlighting how many residents helped each other during the rescue efforts by sharing food, shelter, medicine, tools and hope. I appreciate the game's positive portrayal of the survival efforts during the disaster because at the time it seemed like all the mainstream press wanted to focus on stories of "looting", "pillaging", "general chaos" perputrated by people of color. Although Tempest was created in 2007 after the Katrina converage had ended, I believe the positive portrayal of all Louisiana citizens both white and people of color sends a subtle, yet very powerful message to players that everyone can be a hero.

Unfortunately in terms of 3), the focus on the continuing struggle for housing, I didn't get the sense that the game raised that issue other than the fact that Vivica is not living back home in Louisiana even one year after being evacuated. A whole new game to focus on the contining struggle for housing and infrastructure could be useful because it's a multifaceted issue facing many communities both in the US and internationally.

Read the full review here.

December 27, 2008

[P4K] Video Games for Citizenship Education

Brad Maguth on his blog Global and Social Studies Education posted recently an entry entitled Video Games for Citizenship Education in a Digital Era. In it he discusses video games as not only being great educational resources, but catalysts for youth to participate socially, economically and politically. The post also goes on to list his top ten of Serious Games in which he lists GK's Ayiti: The Cost of Life.

A growing number of today's students are turning towards digital media to participate socially, economically and politically. W. Lance Bennett, in a study commissioned by the MacArthur Foundation on digital media and learning, entitled Changing Citizenship in the Digital Age (2008), describes how digital natives are using new technologies to impact their world. Using the Internet to access information, communicate, and organize, today's youth have demonstrated the power of electronic technologies in making a difference. As evident in the 1999 protest of the WTO in Seattle, young activists are seizing these lines of communicate to arouse bottom-up civic participation. Bennett (2008) describes how many students disengage in traditional top-down politics. Moreover, these same students often find bottom-up politics more relevant and authentic (As evident in increased levels of student participation in volunteering, study abroad and community commitments). Favoring loose networks of community action, these students frequently turn towards electronic technologies like social networking sites to access and discuss economic, social and political issues.

Today's digital natives are frequently turning towards electronic communications to learn about and discuss important issues. However, the infusion of these technologies inside the classroom has been lackluster at best. Particular, the area predicated on fostering strong and active democratic citizens, the social studies, has failed to make effective use of electronic technologies (Diem, 2004; Berson, 2005; VanFossen, 2008). There seems to be a mounting divide in the realities of how digital natives are using technology for informed and active democratic citizenship inside versus outside of the social studies classroom (See Maguth, 2008). Thus, the use of outdated mediums for civic education in the social studies results in young people finding them irrelevant and unauthentic. This reinforces a greater divide in teaching and learning. My dissertation research begins to examine this issue more in-depth.

With over 90% of students in a recent survey indicating they frequently play video games (Friedman, 2008), advocacy groups have been moving fast to construct video games for educative purposes. This has led to the creation of 'serious games'. Serious games aim to teach students by realistically simulating some aspect of a given situation. Some examples include: business training games, flight or driving simulators, games that help patients understand how their bodies work, and games the allow players to navigate through and make decisions on a contemporary global issue. Serious games hold great promise in education because they allow users to test and experiment with systems, and develop a better understanding on relationships embedded in the system

Read the full post here.

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