Virtual Worlds

IndieCade, Part 3: Learning from Virtual Reality

Thursday, November 20, 2014 Comment game with characters showing jail and men fighting

Oculus Rift made headlines this year with a development kit for its affordable virtual reality head-mounted display, which comes equipped with sophisticated software that prevents the “simulator sickness” that was so common on earlier models. The Oculus technology was considered valuable enough to merit a $2 billion acquisition by Facebook, and it soon became the talk of many game festivals, including the independent games festival IndieCade, where it was featured in the ticking clock bomb defusion game “Keep Talking and Nobody Explodes.” But, the big winner for VR technologies at IndieCade this year was Nonny de la

Digital Fluency: Empowering All Students

Thursday, July 28, 2011 Comment female student working on spoken word at DYN You Media

Although “digital literacy” is often a phrase associated with programs that have utopian pedagogical visions, it also can become a term attached to rigid curricular requirements, standardized testing, and models of education that stigmatize some students as remedial when it comes to their basic programming skills or their abilities to use software productively.  Furthermore, the term “digital literacy” can generate conflicts among educators because many different disciplines may claim sole responsibility for providing any needed instruction, as I’ve argued elsewhere.  Computer scientists, media scholars, librarians, composition teachers, and digital arts instructors have all made supposedly exclusive