Showing posts with label Online Games. Show all posts
Showing posts with label Online Games. Show all posts

Monday, August 20, 2007

Recruiting and Retaining Students Using Web 2.0 Apps - Some Examples

CNET News has published an interesting slideshow showing how different Colleges are using Web 2.0 applications to entice and engage students. Here's a brief summary of some of the examples:

At Dartmouth:

- Undergraduate students are required to use wikis and blogs in a film studies and
comparative literature course.
- A neurology-neuropathology class at Dartmouth Medical School used wikis to
research and create case studies.

- To learn library research and analytical writing skills, Dartmouth freshmen are using
wikis to create encyclopedic entries on topics like "African American Music and Voice"
for their required expository writing class.


At Texas A and M:

- iTunes University is being used as a public relations tool to reach perspective students.
- Professors are making short 3-minute videos describing their background, interests
and classes they teach.


At Seton Hall:

- Potential freshman are sent a log-in and password along with acceptance materials -
this is done before students have formally accepted an invitation to attend. The linked
site includes information on campus life, summer reading assignments, orientation
information and the ability to contact potential roommates and others in their major.
- Prior to the invitation to attend students get a web-based Seton Hall email account.

Yes - these are all big name schools but take a look - iTunes University is free! In addition, the Dartmouth links are especially interesting because they are using the blooging and wiki features/functionality of the Blackboard learning management system (LMS). If you are not an academic, LMS's are essentially online classroom portals providing discussion forums, assessment, lecture content, etc. At first look Blackboard version 7 includes limited blog and wiki functionality - it does provide RSS feed functionality for blogs. Like many of the academics that read this blog, our campus has upgraded over the summer to version 7 - we'll be giving it a good look this fall.

Friday, July 20, 2007

Casual Gaming = Big Business

The Hollywood Reporter has reported that Nickelodeon will make an investment of $100 million in the development of casual games. Casual games are games that are typically played for a few minutes at a time - examples include puzzle and card games. This announcement was made by Nickelodeon Kids and Family Group President Cyma Zarghami at the Casual Connect Gaming Conference yesterday in Seattle. Zarghami is quoted:

"Particularly in the kids' space, with more than 86% of kids 8 to 14 gaming online, we see great momentum for online casual gaming,"

Also, according to The Reporter:

"Included in the Nickelodeon initiative is myNoggin, a preschool educational game in the form of a subscription service; an expansion of the Nicktropolis multiplayer games franchise; Nick Gaming Club, Nickelodeon's first subscription offering featuring multiplayer games with 3-D avatars; the-NGames.com, a casual gaming site geared toward female teens; and the transformation of the site Neopets.com to NeoStudios, a property centering on the creation of new online virtual world experiences".

In addition, the Casual Game Association (CGA) has released some preliminary data from their Casual Games 2007 Report. Here's a few preliminary data highlights from a MCV press release:

The number of games being submitted to major online portals has doubled over the past two years, suggesting an increase in new publishers developing more titles.

In 2006 the most popular casual games were Mystery Case Files, Diner Dash, Cake Mania, Bejeweled and Slingo.

Women still make up the majority (74%) of all paying players online with men now represent about half of the much-larger non-paying player universe.

The number of games being submitted to major online portals has doubled over the past two years, suggesting an increase in new publishers developing more titles.

The rapid growth of the casual games market has prompted companies to create games for more audiences and also for more platforms, including the Internet, PC and Macintosh computers, Xbox, PlayStation, Nintendo DS, Wii and even mobile phones and PDAs.

The full CGA report will be released in the fall - if you are interested in receiving a copy watch the CGA website at http://www.casualgamesassociation.org or send an email to datastudy@casualgamesassociation.org