Keynote Speaker
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James Paul Gee
Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona
State University |
| What makes games good for learning and learning good for games? |
James Paul Gee received his Ph.D in linguistics from Stanford University in 1975. He
started his career in theoretical linguistics, working in syntactic and semantic theory, and
taught initially in the School of Language and Communication at Hampshire College in Amherst
Massachusetts. He went on to do research in psycholinguistics at Northeastern University
in Boston and at the Max Planck Institute for Psycholinguistics in Holland. As his research
focus began to switch to studies on discourse analysis, sociolinguistics, and applications of
linguistics to literacy and education, he took a position in the School of Education at Boston
University, where he was the chair of the Department of Developmental Studies and Counseling. From
Boston University, he went on to serve as a professor of linguistics in the Linguistics Department
at the University of Southern California and, later, served as the first Jacob Hiatt Professor
of Education in the Hiatt Center for Urban Education at Clark University in Worcester, Massachusetts. In
1998, he became the Tashia Morgridge Professor of Reading in the Department of Curriculum and
Instruction at the University of Wisconsin at Madison. In 2007 he became the Mary Lou
Fulton Presidential Professor of Literacy Studies at the Arizona State University. From
1989-1992, Prof. Gee was a co-director of the Mellon Foundation funded Literacies Institute
in Newton, Massachusetts, an organization that sponsored joint teacher and researcher research
on language and literacy. From 1995-1998, he was co-director of a Spencer Foundation funded
research project at Clark University that ran a community-based after-school science project
for culturally diverse urban middle-school children.
His book Sociolinguistics and Literacies (1990) was one of the founding documents in
the formation of the “New Literacies Studies”, an interdisciplinary field devoted
to studying language, learning, and literacy in an integrated way in the full range of their
cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999)
brings together his work on a methodology for studying communication in its cultural settings,
an approach that has been widely influential over the last two decades. His most recent
books both deal with video games, language, and learning. What Video Games Have to
Teach Us About Learning and Literacy (2003) offers 36 reasons why good video games produce
better learning conditions than many of today’s schools. Situated Language and
Learning (2004) places video games within an overall theory of learning and literacy and
shows how they can help us in thinking about the reform of schools. His new book, Why
Video Games Are Good for Your Soul (2005), shows how good video games marry pleasure and
learning and have the capacity to empower people.
Prof. Gee has published widely in journals in linguistics, psychology, the social sciences,
and education. In 1989, the Journal of Education, one of the longest running journals
in education in the United States, published a special issue devoted to reprinting his early
essays on literacy. His books include Sociolinguistics and Literacies (1990, Second
Edition 1996; Third Edition 2007); The Social Mind (1992); Introduction to Human
Language (1993); The New Work Order: Behind the Language of the New Capitalism (1996,
with Glynda Hull and Colin Lankshear); An Introduction to Discourse Analysis: Theory and
Method (1999; Second Edition 2003); What Video Games Have to Teach Us About Learning
and Literacy (2003); Situated Language and Learning: A Critique of Traditional Schooling (2004),
and Why Video Games Are Good for Your Soul (2005); and Good Learning and Good Video
Games (2007) |
Additional Speakers
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Gary R. Bertoline
Distinguished Professor, Computer Graphics Technology and Computer & Information
Technology, Purdue University |
| The Cyber-enabled Learning Environment and Game-based Learning |
Gary R. Bertoline is a Distinguished Professor of Computer Graphics Technology
and Computer & Information Technology at Purdue University, Assistant Dean for Graduate
Studies, and Director of the Envision Center for Data Perceptualization. From 1995 through 2002, Dr.
Bertoline's research interests are in the development and implementation of grid computing and
cyberinfrastructure, scientific visualization, and STEM teaching and learning. He currently
is the co-pi on the NSF-funded TeraGrid project at Purdue University, serves on the Executive
Steering Committee for the TeraGrid consortium of universities and national labs, and serves
on the Open Science Grid (OSG) council. He has authored numerous papers in journals and
trade publications on engineering and computer graphics, computer-aided design, and visualization
research. He has authored and co-authored eight text books in the areas of computer-aided
design and engineering design graphics. |
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Samantha Blackmon
Associate Professor, Department of English, Purdue University |
| Mestiza Game(r)s: Interrelativity of Gender and Race in Games |
Samantha Blackmon (http://blog.samanthablackmon.net) is an Associate Professor at Purdue University. She focuses
on rhetoric, digital media, and their intersections and serves on an interdisciplinary university
gaming committee working on curriculum and research initiatives. She began her career teaching
elementary school and figuring out how to make learning a game. She has published on race and
gaming, race and technology, and technology and pedagogy and her most recent publications include ³Racing
toward representation: An understanding of racial representation in video games² in Gaming
lives in the twenty-first century: Literate connections (2007) and ³(Cyber)Conspiracy theories?:
African-American students in the computerized writing environment² in Labor, Writing Technologies,
and the Shaping of Composition in the Academy (2007). She also writes about games and education
online at Joystick101.org. Samantha spends her free time traveling to various places, including
World of Warcraft¹s Azeroth and Oblivion¹s Tamriel, and trying to figure out how to
drive while playing FFIII on her DS. |
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Sean Brophy
Assistant Professor, Department of Engineering Education, Purdue
University |
Development of AAE 251 ‘Introduction to Aerospace Design’ as a Multi-Player
Online Serious Game
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Sean P. Brophy, PhD. is an assistant professor of Engineering
Education at Purdue University. Dr. Brophy is a learning scientist and engineer; his research
focuses on the development of learners’ ability to solve complex problems in engineering,
mathematics and science contexts. Part of his research focuses on how people learn with
technology in formal and informal learning environments. As part of this goal he has
developed interactive simulations and visualizations to support learners’ conceptual understanding
of complex systems. His research strives to integrate these tools into formal learning
environments that support the co-development of innovative thinking, conceptual understanding
and personal development in the context of solving interesting challenges. Serious gaming
provides a new frontier for the next generation of effective learning environments that promote
learning with understanding. https://engineering.purdue.edu/ENE/People/profile?resource_id=8786 |
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Mia Consalvo
Associate Professor, School of Telecommunications, Ohio University |
There is No Magic Circle |
Mia Consalvo is an associate professor and director of graduate studies in the
School of Telecommunications at Ohio University. She is the author of Cheating: Gaining
Advantage in Videogames (MIT Press, 2007) and was executive editor of the AoIR Research
Annual series. Her current research interests focus on new media and popular culture, with more
specific projects now focusing on the global nature of games, and fashion in MMOGs. |
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Dan DeLaurentis
Assistant Professor, School of
Aeronautics and Astronautics Engineering,
Purdue University |
| Development of AAE 251 ‘Introduction to Aerospace Design’ as a Multi-Player
Online Serious Gam |
Dr. DeLaurentis is currently Assistant Professor in the School of Aeronautics
and Astronautics Engineering at Purdue University, appointed in August of 2004. He joined the
university as a strategic faculty hire in Purdue’s Signature Area for System-of-Systems
research. He is a Senior Member of the American Institute of Aeronautics and Astronautics (AIAA),
the incoming Chairman of its Air Transportation Systems Technical Committee (TC), and recently
served as the Technical Program Co-Chair for the 2007 IEEE International Conference on System-of-Systems
Engineering held in San Antonio TX. Dr. DeLaurentis’ research is motivated by the
need for understanding the significant change in the structure and behavior of design problems
being faced by the aerospace community, and further, by those in other domains in which complex,
interdisciplinary challenges persist. Many problems are increasingly recognized as being of “system-of-systems” type,
consisting of multiple, heterogeneous, complex systems that are operate independently but have
consequential interactions. This research extends to the study of new modes of learning for
students who will be faced with these complex challenges in the future, exemplified by the development
of a Serious Game version of a collaborative design course described in this talk. |
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Michael Fatten
Lead Designer, Arden Project, Indiana University |
The Bard's Petri Dish |
Michael Fatten is the Lead Design for the Arden project. Undergraduate work in
information systems and economics has colored his long-term analysis of game rules systems.
He is currently pursuing post-graduate work at Indiana University's Department of Telecommunications
assembling economics, social science and business models into a new perspective on game mechanics
design. When not occupied exploring this perspective in Arden or his studies he can be found
in competitive simulations such as medieval combat groups, customizable cards, Civilization
and especially MMO's of many flavors. |
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Sheri Graner Ray
Owner, Sirenia Games, Founder Women in Game International |
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Sheri Graner Ray is a game industry design and development consultant who has
been in the game industry since 1990. She has worked for such companies as Electronic
Arts, Origin Systems, Sony Online Entertainment and Cartoon Network. She is author
of the book, Gender Inclusive Game Design-Expanding the Market, and is the game industry's
leading expert on gender and computer games. In 2005 she was awarded the IGDA's
Game Developer's
Choice award for her work in gender and games. She is currently serving as the
chair of Women In Games International; an organization she co-founded.
While she has worked as everything from a writer/designer to head of her own studio, her first
love is game design and she describes herself as a "hard-core gamer." She currently
lives in Austin, Texas with her husband, Tim, their four dogs and two cats. |
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Sarah Robbins
Director of Emerging Technologies, Media Sauce
PhD candidate, Rhetoric, Ball State University |
MUVEin' on Over: Exploring the Pedagogical Challenges of Second Life in Higher Education |
Sarah "Intellagirl" Robbins is a PhD candidate in Rhetoric at Ball
State University and the Director of Emerging Technologies at Media
Sauce in Carmel, Indiana. Sarah uses Second Life to teach Freshman Composition courses at
Ball State and is the coauthor of Second Life for Dummies. Her research regarding education
in virtual worlds has been featured in the New York Times, USAToday, and the Chronicle of Higher
Education. |
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Alice J. Robison
Postdoctoral Researcher, Comparative
Media Studies Program (New Media Literacies Project), Massachusetts
Institute of Technology |
Writing New Games: Designers Enacting the New Media Literacies Framework |
Alice J. Robison (http://alicerobison.org)
is a postdoctoral researcher in the Comparative Media Studies program at MIT, where she writes
and teach about literacy and new media, especially videogames. A founding member of the games-and-learning
research group at the University of Wisconsin-Madison, she now advises MIT's Project New Media
Literacies, which is funded under the MacArthur Foundation's Digital Learning Initiative. Her
primary research analyzes how game designers and developers write, think, and talk about the
ways their games are made and interpreted. She then translates the interesting bits to literacy
instructors in an effort to redesign literacy education. |
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Ben Stokes, Co-Founder of Serious Games Org
MacArthur Foundation |
Practitioner's Challenge: Games, Civics Learning, and Bottlenecks in Field Building |
Benjamin Stokes is a Program Officer at the MacArthur Foundation. His focus
is on the five-year, $50 million "Digital Media and Learning" initiative launched
in 2006 to help determine how digital media is
changing the way young people learn, play, socialize, and participate in civic
life. Previously, Benjamin co-founded Games for Change (G4C), the central organization
advancing games media for positive social change.
Before G4C, Benjamin served as e-learning architect at NetAid, training high school
students to reach 150,000 of their peers in the fight on global poverty. For middle school
students, Benjamin produced the Peter Packet Challenge, the first online game application of real-world
service learning. Benjamin has also studied and managed the United Nations' online
volunteering service. |
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William Watson
Assistant Professor, Department of Curriculum and Instruction,
Purdue University |
| First Steps: A Preliminary Evaluation of an Instructional Theory for Educational Video Games |
William Watson is an Assistant Professor in the Educational Technology Program
in the Department of Curriculum and Instruction at Purdue University. He has a Bachelor’s
degree in English, a Masters in Information Science, and a Ph.D. in Education from Indiana University.
Prior to coming to Purdue, he was a Lecturer in Computer and Information Technology at
Indiana University – Purdue University in Indianapolis. His research interests include
advanced technologies for information age instruction, with a focus on the design of educational
video games, and systemic change in education. He may be reached at brwatson@purdue.edu. |
Session Chairs
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Alka Harriger
Professor, Department of Computer & Information
Technology,Purdue University |
Chair, Online Learning in Virtual Worlds session |
Alka Harriger joined the faculty of the Computer and Information Technology Department
(CIT) in 1982 and is currently a Professor of CIT and Assistant Department Head. She is
the author/co-author of three college-level textbooks and has published numerous articles in
journals and conference proceedings. She recently led CIT's accreditation activities, which
led to CIT earning program accreditation of its CIT program. In January, she will begin
managing a 3-year, NSF-funded project called Surprising Possibilities Imagined and Realized
through Information Technology (SPIRIT), which seeks to reduce the IT gender gap through educational
programs for high school teachers and counselors, and through interventions for high school
students. Professor Harriger's current research interests include reducing the IT
gender gap, web application development, and service learning. |
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Christoph M. Hoffmann
Professor, Department of Computer Science
Director of the Rosen Center for Advanced Computing, Purdue University |
Chair, Brain, Behavior, and Cognition in Gaming session |
Before joining the Purdue faculty, Professor Hoffmann taught at the University
of Waterloo, Canada. He has also been a visiting professor at the Christian-Albrechts University
in Kiel, West Germany (1980), and at Cornell University (1984-1986). His research focuses on
geometric and solid modeling, its applications to manufacturing and science, and the simulation
of physical systems. The research includes, in particular, research on geometric constraint
solving and the semantics of generative, feature-based design. Professor Hoffmann is the author
of Group-Theoretic Algorithms and Graph Isomorphism, Lecture Notes in Computer Science,
136, Springer-Verlag and of Geometric and Solid Modeling: An Introduction, published
by Morgan Kaufmann, Inc. Professor Hoffmann has received international media attention for his
work simulating the 9/11 attacks on the Pentagon and the World Trade Center.
Teaching Serious Games for Computer Science
In Spring of 2006 I taught a course on serious games for computer science using Microsoft’s XNA
development environment. The course was open to undergraduates and graduates. In this talk
I will report on the experience teaching the course, the subject-specific challenges, and the students’ reflections
and accomplishments. See also http://www.cs.purdue.edu/homes/cmh/490G
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Lorraine Kisselburgh
PhD candidate and Research Assistant, Discovery Park
and Department of Communication, Purdue University |
Chair, Gender and Race in Gaming session |
Lorraine Kisselburgh is a PhD candidate in the Department of Communication, and
a Research Assistant with Discovery Park. Her background includes the study of computer
science, human performance and information processing, and education. She worked in the IT industry
for a number of years directing the development and use of emerging technologies and applications
in higher education, including a variety of new learning technologies and environments. Her
research interests include the social implications of emerging technologies; privacy and digital
identity; social networking; technological organizations and careers; and gender, diversity,
and technology. Her dissertation will use social network analysis to examine the influence
of privacy on the social structure of online communities. She is interested in gender
inclusiveness in STEM careers and technologies such as gaming. Some of her current research
examines cross-cultural and gender differences in how young girls construct science and engineering
careers, and gender preferences for competitive and collaborative environments in games-based
learning. |
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