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	<title>Stratolab</title>
	<link>http://stratolab.com</link>
	<description>Video Games for Learning</description>
	<lastBuildDate>Thu, 11 Aug 2011 16:50:16 +0000</lastBuildDate>
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	<item>
		<title>Prototype game on Electronics</title>
		<description><![CDATA[Stratolab&#8217;s massive research and development laboratory has just spit out a prototype of the next insanely great Stratolab game. It has no title yet but it involves time travel, hydrogen fusion reactors, windmills and electronic devices. &#160; Download Electronics Game Prototype &#8211; Aug 2011 &#160;]]></description>
		<link>http://stratolab.com/2011/08/prototype-game-on-electronics/</link>
			</item>
	<item>
		<title>Assessment and Learning Mechanics in Games</title>
		<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>
		<link>http://stratolab.com/2011/07/assessment-and-learning-mechanics/</link>
			</item>
	<item>
		<title>Prototyping for Pixar&#8217;s movie UP</title>
		<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>
		<link>http://stratolab.com/2011/06/prototyping-for-pixars-movie-up/</link>
			</item>
	<item>
		<title>Transferring Skills from Video Games</title>
		<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>
		<link>http://stratolab.com/2011/03/transferring-skills-from-video-games/</link>
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		<title>Serious Game Design Patterns</title>
		<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>
		<link>http://stratolab.com/2010/12/serious-game-design-patterns/</link>
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	<item>
		<title>Immersyve&#8217;s list of Intrinsic Motivations</title>
		<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>
		<link>http://stratolab.com/2010/10/immersyves-list-of-intrinsic-motivations/</link>
			</item>
	<item>
		<title>How to Teach Fact Fluency</title>
		<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>
		<link>http://stratolab.com/2010/10/how-to-teach-fact-fluency/</link>
			</item>
	<item>
		<title>Skill Chains and their use in FoldIt</title>
		<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>
		<link>http://stratolab.com/2010/08/skill-chains-and-their-use-in-foldit/</link>
			</item>
	<item>
		<title>Edutopia with James Gee</title>
		<description><![CDATA[I&#8217;ve heard of James Gee all over the place but I&#8217;ve never delved into his ideas before. I stumbled upon this interview with him on Edutopia and he very succinctly describes how video games are little learning environments. http://www.edutopia.org/james-gee-games-learning-video]]></description>
		<link>http://stratolab.com/2010/04/edutopia-with-james-gee/</link>
			</item>
	<item>
		<title>7 Laws of Teaching</title>
		<description><![CDATA[My friend Lois Huang just told me about an excellent book&#8212;The Seven Laws of Teaching by John Milton Gregory. Published in 1884, the seven laws are things every teacher knows such as &#8220;Never begin a class exercise until the attention of the class has be secured.&#8221; But the way Gregory lays them all out simply [...]]]></description>
		<link>http://stratolab.com/2010/03/7-laws-of-teaching/</link>
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