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	<title>Stratolab &#187; Game Design</title>
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	<link>http://stratolab.com</link>
	<description>Video Games for Learning</description>
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		<title>Assessment and Learning Mechanics in Games</title>
		<link>http://stratolab.com/2011/07/assessment-and-learning-mechanics/</link>
		<comments>http://stratolab.com/2011/07/assessment-and-learning-mechanics/#comments</comments>
		<pubDate>Fri, 01 Jul 2011 17:57:28 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interesting for Educators]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=652</guid>
		<description><![CDATA[Very interesting talk: Video Games and the Future of Learning by Jan Plass and Bruce Homerwho from the Games for Learning Institute. They discuss some of their research findings on what is effective in learning games, and also assessment and learning mechanics. For example, some people like to learn by exploring and don&#8217;t want to be told how to [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Prototyping for Pixar&#8217;s movie UP</title>
		<link>http://stratolab.com/2011/06/prototyping-for-pixars-movie-up/</link>
		<comments>http://stratolab.com/2011/06/prototyping-for-pixars-movie-up/#comments</comments>
		<pubDate>Wed, 15 Jun 2011 16:58:32 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interesting for Families]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=643</guid>
		<description><![CDATA[My friend Najeeb pointed me to the blog of Lou Romano, one of the artists who worked on the movie UP. He shows samples and writes about his prototyping process for the film. The samples are describe as tests to pin down the art style, experiment with lighting, composing, etc. http://louromano.blogspot.com/2009/05/art-of-up_3697.html Prototypes are a huge [...]]]></description>
		<wfw:commentRss>http://stratolab.com/2011/06/prototyping-for-pixars-movie-up/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Transferring Skills from Video Games</title>
		<link>http://stratolab.com/2011/03/transferring-skills-from-video-games/</link>
		<comments>http://stratolab.com/2011/03/transferring-skills-from-video-games/#comments</comments>
		<pubDate>Fri, 01 Apr 2011 04:42:57 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interesting for Educators]]></category>
		<category><![CDATA[Stratolab News]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=635</guid>
		<description><![CDATA[James Squire has an interesting article on using video games in education: Cultural Framing of Computer/View Games He talks about research on using SimCity and Civilization in the classroom, and also brings up Education Arcade project. My take-away is that how the game is used in the classroom is as important as the game itself. [...]]]></description>
		<wfw:commentRss>http://stratolab.com/2011/03/transferring-skills-from-video-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Serious Game Design Patterns</title>
		<link>http://stratolab.com/2010/12/serious-game-design-patterns/</link>
		<comments>http://stratolab.com/2010/12/serious-game-design-patterns/#comments</comments>
		<pubDate>Sat, 25 Dec 2010 23:18:42 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interesting for Educators]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=629</guid>
		<description><![CDATA[I found this great list of design patterns for serious games. For example, here is an entry on what types of interaction work well to teach certain subjects. Use modes of interaction adapted to the type of knowledge to learn. If the project has a constrained budget or if you don&#8217;t know all the knowledge [...]]]></description>
		<wfw:commentRss>http://stratolab.com/2010/12/serious-game-design-patterns/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Immersyve&#8217;s list of Intrinsic Motivations</title>
		<link>http://stratolab.com/2010/10/immersyves-list-of-intrinsic-motivations/</link>
		<comments>http://stratolab.com/2010/10/immersyves-list-of-intrinsic-motivations/#comments</comments>
		<pubDate>Tue, 26 Oct 2010 17:40:41 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interesting for Educators]]></category>
		<category><![CDATA[Interesting for Families]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=627</guid>
		<description><![CDATA[I heard through the Games 4 Change mailing list about this article on motivations in gaming: http://immersyve.squarespace.com/gamification/ They talk about extrinsic rewards versus intrinsic, and they identify three intrinsic motivations that I quite like: Autonomy — We like to have meaningful choices and don&#8217;t like it when we cannot choose. We also feel satisfied when [...]]]></description>
		<wfw:commentRss>http://stratolab.com/2010/10/immersyves-list-of-intrinsic-motivations/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to Teach Fact Fluency</title>
		<link>http://stratolab.com/2010/10/how-to-teach-fact-fluency/</link>
		<comments>http://stratolab.com/2010/10/how-to-teach-fact-fluency/#comments</comments>
		<pubDate>Tue, 12 Oct 2010 18:07:45 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interesting for Educators]]></category>
		<category><![CDATA[Interesting for Families]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=622</guid>
		<description><![CDATA[My friend Catherine at Tom Snyder Productions showed me this video lecture of Ted Hasselbring talking about the research behind FASTT Math. http://www.youtube.com/watch?v=IZSOUIhBR_o&#38;p=2158D1315F3B41FC&#38;index=1&#38;feature=BF His basic points are: (1) one needs to memorize basic math facts (addition and multiplication tables) in order to do higher order math. The reason is to free up working memory for [...]]]></description>
		<wfw:commentRss>http://stratolab.com/2010/10/how-to-teach-fact-fluency/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Skill Chains and their use in FoldIt</title>
		<link>http://stratolab.com/2010/08/skill-chains-and-their-use-in-foldit/</link>
		<comments>http://stratolab.com/2010/08/skill-chains-and-their-use-in-foldit/#comments</comments>
		<pubDate>Thu, 26 Aug 2010 17:00:30 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interesting for Educators]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=590</guid>
		<description><![CDATA[Alex Cho Snyder in this excellent article describes how he helped design FoldIt a protein folding game. He mentions the use of Skill Chains from this article. Skill Chains are basically a flowchart of the different skills a player encounters and must master to progress through the game. With respect to educational games, it is a [...]]]></description>
		<wfw:commentRss>http://stratolab.com/2010/08/skill-chains-and-their-use-in-foldit/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Truth in Game Design</title>
		<link>http://stratolab.com/2010/02/truth-in-game-design/</link>
		<comments>http://stratolab.com/2010/02/truth-in-game-design/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 18:27:30 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interesting for Educators]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=555</guid>
		<description><![CDATA[Scott Brodie in writes Gamasutra about creating more meaning in games by using life experience, distilling it to a core truth, and building your game around that. Brodie applies this idea for making games more fun, but it could be used to make games more educational as well such as mathematics or problem solving. http://www.gamasutra.com/view/feature/4263/truth_in_game_design.php]]></description>
		<wfw:commentRss>http://stratolab.com/2010/02/truth-in-game-design/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Maxims for Game Designers</title>
		<link>http://stratolab.com/2010/02/maxims-for-game-designers/</link>
		<comments>http://stratolab.com/2010/02/maxims-for-game-designers/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 04:52:33 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=553</guid>
		<description><![CDATA[I love adages (waste not, want not) and here is a huge list of adages for game designers. It was started by Hal Barwood who I met at LucasArts many years ago and Noah Falstein who worked there before my time. http://www.theinspiracy.com/Current%20Rules%20Master%20List.htm]]></description>
		<wfw:commentRss>http://stratolab.com/2010/02/maxims-for-game-designers/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fantasy in Video Games</title>
		<link>http://stratolab.com/2009/10/fantasy-in-video-games/</link>
		<comments>http://stratolab.com/2009/10/fantasy-in-video-games/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 15:26:18 +0000</pubDate>
		<dc:creator>winstonw</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interesting for Educators]]></category>

		<guid isPermaLink="false">http://stratolab.com/?p=505</guid>
		<description><![CDATA[GameCareer.com has an article by Lindsay Grace in Educational Fantasy. This articles explores the idea of the fantasy setting and its necessary role in creating an engaging and entertaining experience. &#8221;[Fantasy] is probably one of the greatest single challenges facing educational game design. How can the practical matters of education intersect the enveloping fantasy we expect from [...]]]></description>
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		<slash:comments>0</slash:comments>
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