October 15, 2009
The promise of technology and change, so far, has fallen short at Philadelphia’s School of the Future.
By Kathleen Kennedy Manzo
As it was conceived, the School of the Future was to be a study in contrast to the typical big-city high school.When the $62 million facility opened in 2006 with a relatively small student population, a computer-based curriculum delivered with the latest technology tools, and a unique partnership with corporate giant Microsoft, it set out to upend a secondary school model that had changed little since the industrial era and had spelled failure for too many students here and in cities around the country.
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Posted by agamerseducation
October 15, 2009
Video games are changing our relationship with music for the better
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Winda Benedetti
Citizen Gamer
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My singing voice is so bad, I don’t even sing in the shower. And although I took years of piano lessons as a child, and though my parents and teachers insisted that I was at least somewhat musically inclined at the time, I can’t seem to remember how to plink out anything more challenging than “Heart and Soul” these days.
Despite my general lack of musical aptitude, I love music. I love listening to it. I love dancing to it. I love watching other people performing it. And as I watch others up there on stage, I occasionally fantasize about the rock star life I could have lived … if only I’d learned to sing … or maybe stuck with those piano lessons. Read more.
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Posted by agamerseducation
October 1, 2009

RALEIGH, North Carolina – Virtual economies set up in video games as players trade items are being used as case studies to track and model real-world economies.
As more people join massively multiplayer online (MMO) video game
worlds like Activision Blizzard’s “World of Warcraft,” NCsoft’s “Aion” and Atari’s”Champions Online,” real money is being used to purchase virtual items through micro-transactions.
As a result, game worlds are creating virtual economies.
With the global recession impacting consumer spending — and the sales of video games — a research group is using Sony Online Entertainment’s “EverQuest II” as a case study to explore how virtual economies mirror real-world economies. Read more.
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Posted by agamerseducation