IGN: Century Of Flight Soars To Retail multimedia content to celebrate history and teach the basics of flight. flight Simulator 2004 online posted by sergiovalle9- last activity (PST) http://pc.ign.com/articles/431/431133p1.html
Extractions: Myst V: EoA SECTIONS CHANNELS Insider Members Games Entertainment IGN Services GET GAMES Compare Prices IGN Games PC Games ... Microsoft Flight Simulator 2004: A Century of Flight (PC) Boards Guide FAQs Cheats Reviews Previews News Features Century of Flight Soars to Retail According to Microsoft, Flight Simulator 2004 is off to stores across North America. Let's hope the boxes remember to put their landing gears down. by Ivan Sulic July 29, 2003 - So the courts won't let you get within 100 yards of a cockpit. Don't cry. What they might define as "extremely foul abusive of alcohol" can't stop you from enjoying the many wonders of Microsoft's Flight Simulator 2004: A Century of Flight . I'd like to see the judge stop you from hitting up the GameStore and buying a copy right now. Spite the system! Fly a plane virtually. As Microsoft puts it, "Hey punks, our game is off to stores, punks."
Edutainment In Educational Environments in American schools in the teaching of history to demonstrate the daily activities flight simulators are coupled together to enable squadron tactics http://www.helsinki.fi/~jbrown/tao/rap7.html
Extractions: pop up description layer J. Ajdari I. Aulaskari J. Brown In this report we focus on two ways in which edutainment manifests itself: educational entertainment and entertaining education . We see these two approaches as converging in the future of edutainment, where the boundary between these genres is becoming more and more blurred, especially viewed from the point of technology. We discuss some examples of these genres, and how they fit their purposes. Entertaining education Convergence and summary References Purely entertaining computer games have been in our homes since the 80's. The question of their possible educational uses has been around ever since. When the Commodore-64 computer was marketed to families fifteen years ago, games were viewed as a distraction, almost shameful activity. In advertising the device was a computer, not a toy. An image was projected of a serious business tool for the head of the family, a convenient way to organize the contents of the fridge for the mother, and a way to learn programming and make a career in computer science for the young. In reality, it was often the children who begged their parents to get them a computer, just to get to play the hundreds of games it offered. Businesses and fridges rarely got organized, however many young people study computer science because of an early enthusiasm for games. Certainly playing the games made the players fear technology less, but can games really teach us something other than how to use the tool?
Elaine M. Raybourn, ABSEL Expanded Paper, 1997 INTERCULTURAL COMMUNICATION, simulation GAMES, AND COMPUTER GAME TECHNOLOGY video in flight simulators, virtual boxing, and alien combat environments. http://www.cs.unm.edu/~raybourn/interculsimgames.html
Extractions: Excerpts from the following paper were presented by Elaine M. Raybourn for the panel "Advanced Simulation Game Design" at the 1997 Association for Business Simulation and Experiential Learning (ABSEL) Conference held in New Orleans, Louisiana. Play is an underrated component of the cultural learning and socialization process. Nevertheless it is through play that children are first made aware of the appropriate behaviors, norms, and rules of a culture. As adults, the learning process continues though structured social activities, or rule-governed communication behaviors. According to Eric Berne (1964), author of Games People Play, human relationships and communication are comprised of game-playing behaviors such as following or violating cultural scripts and rules. It may be said that playing games either for fun, relational satisfaction, or social learning is a natural human phenomenon. Games have long provided a structured environment for quickly learning complex behaviors. Most games used in a professional context fall into the following categories: teaching, training, operations, research, therapy, and entertainment (Shubik, 1975; 1989). Among the fields that most use games for teaching and training are management science, economics, psychology, sociology, political science, military science, and education. Games used to replicate and teach behavioral models and processes that employ the use of a human in a particular role, actual or simulated, are called simulation games (Shubik, 1975).
Games E-learners Play A classic example of this is a flight simulator, responding in realtime to how simulations are normally used in online IT training - you teach a task http://www.fastrak-consulting.co.uk/tactix/features/games.htm
Extractions: Perhaps the single, biggest obstacle to the future success of e-learning is just plain boredom. Too many courses deal with abstract concepts rather than real-world practice; they're passive, when learners want to be doing things; they're sterile, when what's required is a little excitement. In other words, they're just plain dull. In this article, Clive Shepherd argues the case for simulations and games as engaging, life-like and highly-interactive learning activities, capable of providing the foundation for second generation e-learning products that really deliver on the hype. Contents What's the single, biggest obstacle to e-learning continuing to grow and fulfilling its potential? Is it the cost of development? The lack of human contact? The reluctance of training departments to make the change? No, none of these is irresolvable. The problem is much more likely to be plain boredom. Too many courses deal with abstract concepts, rather than real-world practice; they're passive, when learners want to be doing things; they're sterile, when what's required is a little excitement. In other words, they're just plain dull, and dull won't hack it with a generation reared on techno music, action movies and video games. Of course, dullness isn't the exclusive privilege of e-learning - so much of our education and training is dull, whether it's delivered face-to-face or at a distance. We could all do with a bit more fun in our lives. According to US motivational guru, Anne Bruce, people who have fun at work are not only doing their job, they are doing it at a higher level. And what goes for work goes for learning too. 'When learning isn't fun, it's not learning', says Roger Schank, author of Virtual Learning. 'Listening to endless lectures and memorizing countless facts and figures aren't fun activities. What's fun is doing.'
Extractions: This Article Abstract Full Text (PDF) P ... Citation Map Services E-mail this article to a friend Similar articles in this journal Similar articles in PubMed Alert me to new issues of the journal ... Cited by other online articles PubMed PubMed Citation Articles by Halamek, L. P. Articles by Howard, S. K. Related Collections Office Practice PEDIATRICS Vol. 106 No. 4 October 2000, p. e45 ELECTRONIC ARTICLE: Time for a New Paradigm in Pediatric Medical Education: Teaching Neonatal Resuscitation in a Simulated Delivery Room Environment Louis P. Halamek, MD David M. Kaegi, MD David M. Gaba, MD Yasser A. Sowb, PhD Bradford C. Smith, RN, RNTS Brian E. Smith, MD and Steven K. Howard, MD From the Departments of Pediatrics and Anesthesiology, Stanford University School of Medicine, Stanford, California, and Patient Safety Center of Inquiry at VA Palo Alto, Health Care System, Palo Alto, California.
American Prospect Online - ViewPrint Roleplaying simulations and games, they argued, would enliven the teaching of Even flight simulation has crossed over to become home entertainment. http://www.prospect.org/web/view-print.ww?id=4987
Interactions: Maximizing Interaction During A Telelecture Regardless of the teaching used, student activities must match the CAI canalso be used in lab and clinical simulations, and in flight simulations. http://www1.worldbank.org/disted/Teaching/Design/int-01.html
Extractions: Reproduced with permission. Involvement and interactivity are the primary components that distinguish a teleclassroom from commercial television. The latter is a passive medium that at best can require covert responses to questions or situations. It is one way audio and one way video. A teleclassroom, on the other hand, is participative and always involves two way audio and one way video, and, when the luxury permits, involves two way audio and two way video. In a teleclassroom environment, whether it be at a postsecondary institution, corporate classroom or public school, the student is involved and must participate in some way. How much participation should take place has not been determined. Plan to allow a minimum of 30% of available broadcast time for discussion with and among students. (Ostendorf, 1989). How much time is realistic and practical will depend on the objectives of the program. Involvement on television can be accomplished in a number of ways. The student can be asked to:
Simulations And Games Simulations are used for a wide variety of training such as flight instruction, It happens to us all sometimes these are games and activities for http://ss.uno.edu/SS/TeachDevel/TeachMethods/Simulation_Games.html
Video Games And The Attack On America Part III I think you may overstate the case to suggest that video games teach kids pilot candidates have played every military flight simulator game there is. http://culturalpolicy.uchicago.edu/conf2001/papers/prensky.html
Extractions: What Kids Learn from Video Games Five "Learning Levels" and their Implications for Public Policy By Marc Prensky There is much video game-bashing going on by adults these days, along with many calls for public policy action. The two most oft-heard criticisms of video game by adults are that "video games are too violent our kids are learning to kill," and that "video games are mindless our kids dont learn anything by playing them." Its interesting to note that these are actually mutually exclusive. For if kids dont learn anything from video games, why would anyone care about the violence? For reasons I will give in a bit, I disagree that our kids are learning to kill as a result of video games. But I strongly agree that video games cause kids to learn. In fact I think that video and computer games are the greatest devices for learning ever invented by far. They are at their best as good or better at producing learning than all but our greatest teachers (although this may be hard for many old-timers to accept.) "We learn more from a three-minute record, baby, than we ever learned in school," says Bruce Springsteen. We learn much, much more from a 100+ hour video or computer game.
Extractions: July 30, 2003 - Microsoft® Flight Simulator 2004: A Century of Flight" lands on store shelves today. This 20th anniversary edition of "Flight Simulator" celebrates the first 100 years of powered flight while continuing the traditions of realism, technological innovation and richness that have delighted aviation enthusiasts and pilots around the world and made Microsoft (Nasdaq: MSFT) "Flight Simulator" the best-selling aviation simulation produced for the PC.(*) The latest version offers a combination of historical and modern aircraft, superior graphics, interactive 3-D cockpits, dynamic weather effects and interactive multimedia content to celebrate history and teach the basics of flight. " Microsoft Flight Simulator 2004: A Century of Flight " is available today at retail stores nationwide for an estimated retail price of $54.95.
Education World ® - Lesson Planning Understanding Kids Who Are Understanding Kids Who Are Different activities for Teaching About The colorfulgraphics, animations, and simulations are sure to entertain as well as http://www.education-world.com/a_lesson/lesson115.shtml
TKI - Science IS - Teaching With Models During the activity, or at the end if more appropriate, talk about how the flight simulators are used by pilots to gain experience of dangerous http://www.tki.org.nz/r/science/science_is/teaching_science/teaching_models_e.ph
Extractions: Science community Back to Science IS Home ... Help You are here Science IS Teaching science Models are human inventions, based on an incomplete understanding of how nature works. A model is a representation of an idea, object, event, process or system (see below for examples of types of models Models are human inventions, based on an incomplete understanding of how nature works. Models concentrate attention on specific aspects by using something that is familiar as a simile to explain or describe something that is not familiar. learn the model rather than the concept it is meant to illustrate lack the necessary visual imagery to understand the model lack awareness of the boundary between the model and the reality the model is representing mix up aspects of two or more different models miss some key attributes and so misunderstand the purpose of the model continue to use the least sophisticated of a range of models, even when they have been introduced to more advanced models
Games That Are Good For You flight simulators appear to be the most popular interactive teaching tools.Dubick s students use several Microsoft flight Simulator 5, for basic avionics http://www.atarimagazines.com/compute/issue167/90_Games_that_are_good_.php
Extractions: by Scott A. May For years, computer-game enthusiasts have enjoyed great success conquering alien hordes, outwitting evil wizards, and battling machspeed bandits. However, their most elusive adversary doesn't reside on a hard disk or CD-ROM: It's the widespread notion that computer games are a simplistic, mindless form of entertainment. These days, nothing could be farther from the truth. Software publishers and hardware manufacturers have long understood the potential of personal computers as learning tools. Educational software has grand intentions and often sells well, but it suffers in comparison to today's exciting entertainment products. One of the hottest industry buzzwords is edutainment, a noble attempt to help educational software break out of its traditional niche market. This piggyback approach sometimes fails, though; ironically, the intended audience might endure dull academics, but won't sit still for inferior gameplay. It's not surprising, therefore, that some of the most enduring and valuable software teaching tools were never intended to be educational. These are games first and foremost. They're designed to entertain, but in the process they enlighten players. The final results are neither education by rote nor lessons sugarcoated and force-fed; you experience realworld learning through fun and practical applications.
HobbySpace - Space Simulators flight Deck of the Audrey fullscale space flight simulator. Educationalactivities are intended to be a major part of the project. http://www.hobbyspace.com/Simulators/
Extractions: This and other Moon lander programs below A space simulator can be as simple as a spacecraft simulation program running on your PC or as elaborate as a detailed, full scale hardware simulation of a shuttle cockpit. Or perhaps it's a large scale group simulation carried out over the internet in which the participants play different roles, e.g. mission controllers or astronauts, in carrying out a mission scenario such as launching a satellite from the shuttle. This section provides links and descriptions of all sorts of web resources related to both software and hardware space simulations. L.V. Sim
Genres Definitions Microsoft s flight Simulator is probably the most wellknown game in the Sports Any sporting activity. Examples Baseball, Football, Basketball, http://www.mobygames.com/glossary/genres/
Extractions: Basic Genres Action : Any game where action (movement, quick thinking, reflexes, etc.) is the main focus of gameplay. Adventure : Denotes any game where the emphasis is based on experiencing a story through the manipulation of one or more user-controlled characters and the environment they exist in. Gameplay mechanics emphasize decision over action. Role-playing games (RPGs) are a common sub-genre of all adventure games, as are the classic Sierra "Quest" series of games. Text adventures (Interactive Fiction) are also, by definition, adventure games. Educational : Denotes a game specifically designed to educate the player in an area. Usually intended for younger children, educational games offer a fun, indirect way to practice "non-fun" subjects like spelling, math, history, etc. Racing / Driving : Any game that involves using a motorized vehicle to move faster than an opponent to reach a specified goal or beat a specified time. Usually racing games use cars, but motorcycle, powerboat, and flight/space racing games also exist. Role-Playing (RPG) : Denotes any game for which character development is the main driving gameplay mechanic. Typically one or more characters are created and shaped by the player, then embark on a series of encounters that increase the inventory, wealth, or combat statistics of said character(s). Traditional RPGs are turn-based and in a fantasy setting (Rogue-like games, The Bard's Tale, Wizardry, Pool of Radiance, etc.) but many fit into either different settings (Wasteland, Fallout, etc.) or are real-time instead of turn-based (Diablo, Nox, etc.) or even a combination of real-time and turn-based (later Final Fantasy games, Anachronox, etc.)
Video Gaming | Chasing The Dream | Economist.com Gaming has gone from a minority activity a few years ago to mass entertainment . Pilots have been trained using flight simulators for years, http://www.economist.com/printedition/displayStory.cfm?Story_ID=4246109
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Becta :: Computer Games In Education Project: Context own understanding of a technology for example, the use of flight simulators . The use of simulations could be examined specifically, or perhaps the http://www.becta.org.uk/research/research.cfm?section=1&id=2844
Scrolla Assessment The idea is to look at where games and simulations fall know and use the of getting the University students to teach and advise the school students as http://www.scrolla.hw.ac.uk/reports/isaga-sagset2002.html
Extractions: Although a specialist in educational computer simulations with a great interest in computer games, I was a neophyte in many of the areas covered by this conference. This report is intended to give a flavour of the conference from that perspective. The programme, including short abstracts can be found at http://www.eds.napier.ac.uk/isaga_sagset/programme.htm This conference can be viewed as being on the periphery of online learning - there was little overlap between the delegates to this conference and for example those who might attend a conference such as ALT. Delegates to this conference came from a wide range of countries there being a mix of delegates from industry and academia, with those from academia (mainly HE) predominating. Over the course of the conference is became progressively obvious to me, as an outsider that the delegates were not a homogenous group and that tensions existed between groups in the simulation and gaming arena. Most noticeable was probably that between those "simulation users" who made use of computers and those who did not. Those using simulations and gaming to train in "soft skills" like negotiation tended to see those using mathematical modelling as structured and mechanistic. Within the games area there was the split was between people interested in games as an end in themselves and people interested in training and education using the games. One remark by the first keynote speaker Dr Sivasailam Thiagarajan, clearly in the latter camp, was telling in this respect "The game is only an excuse for the debriefing".