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FOR
IMMEDIATE RELEASE: Monday, 27 August 2001
CAMBRIDGE,
Mass. -- As a new generation of students heads "back to school"
-- from pre-kindergarten through college -- broader uses of interactive
technologies such as web-based applications, DVDs, video and computer
games are becoming increasingly integral to teachining and learning.
Researchers in MIT's Program in Comparative Media Studies today
announced plans to launch two new efforts that integrate classroom
experience with web-based instruction and expand definitions of
educational media to include "games-to-teach."
NEW
PROJECT: GAMES-TO-TEACH
The Games-to-Teach Project involves an interdisciplinary collaboration
of faculty, staff, and students across the humanities, sciences,
and engineering that will develop a series of conceptual prototypes
for "games-to-teach" science and engineering subjects at the advanced
high school and introductory college level. As part of Microsoft
i-Campus, a five-year research alliance between MIT and Microsoft,
the Games-to-Teach Project intends to explore best practices in
game design and production, current educational theory, and emerging
technological platforms and to apply such understandings to new
models of computer and video games that present and explore educational
content.
"Until
now we've seen so-called 'edutainment' that has all of the entertainment
value of a bad lecture and the educational value of a bad game,"
said Henry Jenkins, director of Comparative Media Studies and principal
investigator on the project. "Our goal is to reverse that polarity
by combining MIT-quality science and engineering subjects with state-of-the-art
game design."
Jenkins
and his colleagues believe computer and video games are emerging
as a powerful new teaching medium that enables robust interactivity,
providing for new pedagogical models and stronger collaborations
across disciplines. Pointing to an industry that this year will
report domestic sales totals that are roughly equivalent to Hollywood's
take at the box office and a battery of new creative products, Jenkins
sees an industry that has finally begun to understand its basic
building blocks and is now stretching out on new directions, experimenting
with new forms, and diversifying audiences. "Teachers need to take
notice and explore ways to leverage this new medium in developing
their teaching strategies, allowing for new learning exeriences
among a broad range of student abilities and media literacies,"
Jenkins said.
Through
weekly lab seminars and creative development workshops, Jenkins
and his team plan to explore the "best practices" of interactive
teaching tools, define corresponding pedagogical models, and begin
to test assumptions through the development of a dozen conceptual
prototypes that will focus on subjects from biology to physics,
from mechanical engineering to chemical engineering, and from applied
mathematics to materials science.
"As
humanists at one of the world's leading technological institutions,
we're in a unique position to think about the intersection of science
and culture," said Jenkins. "The challenge of the Games-to-Teach
Project will be to create science and engineering content in a compelling
form that students want to engage with, where they want to explore,
and where they can experiment with new ideas."
Jenkins
hopes the conceptual prototypes developed within the project provide
the games industry and government agencies with the blueprints for
exploring full-scale development, production, and release of "games
to teach" in coming years.
COMPARATIVE
MEDIA STUDIES
Comparative Media Studies is the humanistic and social scientific
examination of media technologies and their cultural, social, aesthetic,
political, ethical, legal, and economic implications. At the Massachusetts
Institute of Technology, students in the program are trained to
think critically about the unique properties of different media
and about the shared properties and functions of media more generally.
More than 30 faculty from a wide variety of disciplines in the School
of Humanities, Arts, and Social Sciences aim to teach the next generation
of leaders in industry, journalism, government, the arts, and the
academy to think across media and investigate issues central to
the role of media in today's world: current research topics include,
interactivity, narrative, and hypertextuality; childhood and adolescence
in a mediated culture; informed citizenry and cultures of democarcy;
and, media in transition.
See
Also:
NEW
COURSE: MEDIA, EDUCATION, AND THE MARKETPLACE
"Media, Education, and
the Marketplace," (http://web.mit.edu/miyagawa/www) a new course
that explores how emerging forms of interactive media fundamentally
transform the learning process. Fuji-Xerox, with Sony and NTT, are
providing platform and technical support for this new couse, which
integrates both classroom lecttures and on-line learning and provides
a first-hand example of the teaching and learning potentials being
harnessed by new interactive and telecommunications media. "This
is one of our first attempts at integrating theory and practice
in teaching a course on educational media," said Professor Shigeru
Miyagawa, who designed the course following his own experiences
in developing several educational media properties. "With the arrival
of broadband and other delivery platforms, educators will have at
their fingertips a broader set of tools to teach. Our goal is to
develop that toolkit," Miyagawa added.
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