Humanist Discussion Group, Vol. 13, No. 568.
Centre for Computing in the Humanities, King's College London
<http://www.princeton.edu/~mccarty/humanist/>
<http://www.kcl.ac.uk/humanities/cch/humanist/>
Date: Mon, 01 May 2000 10:29:03 +0100
From: Ask the Philosopher <askthephilosof@yahoo.com>
Subject: Re: 13.0554 come out to play?
[Questions quoted below. --WM]
Answers:
1.Yes.
2. The SIM line of games, i.e. Sim City, Sim Ant, Sim
Civilization, Sim Family...and so on...
Here is their web site:
http://www.simcity.com/home.shtml
However, I think the first question should be
rephrased:
how can the digital generation reach us? They know
all about how to mine the internet for information
resources, they quickly pick up computer
languages--html, javascript, etc, etc.. and they have
no fear of making and learning from mistakes.
How can they get across to us linear, bit-by-bit
learners and thinkers with our fear of making silly
errors?
Sheldon Richmond
--- Humanist Discussion Group
<willard@lists.village.virginia.edu> wrote:
>
> Humanist Discussion Group, Vol. 13,
> No. 554.
> Centre for Computing in the Humanities,
> King's College London
>
> <http://www.princeton.edu/~mccarty/humanist/>
>
> <http://www.kcl.ac.uk/humanities/cch/humanist/>
>
>
>
> Date: Tue, 25 Apr 2000 08:13:07 +0100
> From: Willard McCarty
> <willard.mccarty@kcl.ac.uk>
> >
> Some years ago a bright high school student talked
> to me about getting a
> recommendation for a scholarship. What he had to
> show was a
> dungeons-and-dragons game he had written. The aspect
> of his work that
> particularly interested me was the moral basis of
> the game. Essentially
> what he had done was to project his own situation,
> as a young man in a
> difficult world, into the format of a game. We had a
> very memorable
> conversation about modelling moral strength as if it
> were some kind of
> fuel, I brought up the story of Malcom X and so
> forth.
>
> What happened to the fellow I have no idea (may he
> be doing well!), but the
> conversation did lead me to think about the use of
> computer games as
> teaching devices -- not just the sugar-coated pill
> sort of thing, but more
> essentially the application of mechanical modelling
> to moral and
> intellectual problems. Of course teaching games have
> been considered
> before, and good work has been done on computer --
> e.g. very early, the
> brilliant "Would-Be Gentleman", by Carolyn Lougee
> (now Carolyn Lougee
> Chappell), currently chair of History at Stanford,
>
<http://www.stanford.edu/dept/history/faculty/chappell/>.
> As I recall
> Would-Be Gentleman, however, it did not focus on the
> modelling, rather
> directly on the subject. What I have in mind is the
> situation in which the
> game would raise questions about how we know what we
> think we know.
>
> Two questions, then:
> (1) Can we reach the Sega-generation effectively
> through games? If so, what
> is to be considered?
> (2) Who is doing this already and doing it well?
>
> Yours,
> WM
> - - - - - - - - - - - - - - - - - - - - - - - - - -
> - - - -
> Dr. Willard McCarty, Senior Lecturer, King's College
> London
> voice: +44 (0)171 848 2784 fax: +44 (0)171 848 5081
> <Willard.McCarty@kcl.ac.uk>
> <http://ilex.cc.kcl.ac.uk/wlm/>
> maui gratia
>
>
>
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