Humanist Discussion Group, Vol. 13, No. 568.
Centre for Computing in the Humanities, King's College London
Date: Mon, 01 May 2000 10:29:03 +0100
From: Ask the Philosopher <email@example.com>
Subject: Re: 13.0554 come out to play?
[Questions quoted below. --WM]
2. The SIM line of games, i.e. Sim City, Sim Ant, Sim
Civilization, Sim Family...and so on...
Here is their web site:
However, I think the first question should be
how can the digital generation reach us? They know
all about how to mine the internet for information
resources, they quickly pick up computer
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
--- Humanist Discussion Group
> Humanist Discussion Group, Vol. 13,
> No. 554.
> Centre for Computing in the Humanities,
> King's College London
> Date: Tue, 25 Apr 2000 08:13:07 +0100
> From: Willard McCarty
> 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
> 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,
> 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?
> - - - - - - - - - - - - - - - - - - - - - - - - - -
> - - - -
> Dr. Willard McCarty, Senior Lecturer, King's College
> voice: +44 (0)171 848 2784 fax: +44 (0)171 848 5081
> maui gratia
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