Category Archives: SXSW

Gamefication in Education at SXSW (2016)

(Following on from yesterday’s posting about how IT and games are changing the education world, here’s an interview I did for the Austin Chronicle with Grace Lau, director of VR the Global Nomads Group, a nonprofit dedicated to reducing the barriers of understanding between kids in different nations.)

It’s a small world, but, as the old saying goes, you wouldn’t want to walk it. For centuries, the only way to truly experience another culture was to visit it. Now international travel has never been easier, but it seems too much of the conflict-ravaged world is off-limits to the students most eager to learn about it. For Grace Lau, director of virtual reality for education nonprofit Global Nomads Group, technology can still help bridge the gaps of oceans and borders. She said, “When you put people in front of each other, whether it’s face to face or in the virtual world, we found that they’re able to draw out those natural human connections.”

The purpose of GNG is to make students into global citizens. So far, the nonprofit has linked students in the U.S. to kids in South America, Thailand, Afghanistan, Pakistan, and nations across Sub-Saharan Africa – “places with the largest culture gap between the U.S. and abroad,” said Lau. However, their biggest initiative at the moment is in the Middle East.

The core of this initiative was Project Syria, a collaboration with virtual reality pioneer Nonny de la Peña that connected South Central Los Angeles’ View Park Preparatory Charter High School and Mahatta Community Center in Amman, Jordan. Originally commissioned by the World Economic Forum, this VR tool simulates the experience of being in a conflict zone. Lau said, “Through CGI, Nonny’s team at Immersive Journalism re-created a street bombing in Aleppo, Syria. So with these headsets, the students in L.A. went through what it would be like on that street corner. Then we connected those students with Syrian refugees here in Jordan.”

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The Not-So-World Wide Web (2008)

(There’s been a lot of discussion about representation and access on the Internet in the last couple of years, but this piece I wrote for the Austin Chronicle’s SXSW 2008 coverage shows the issues have been debated, especially about the Anglocentric and Americentric nature of Internet culture, for a lot longer than that.)

Back in 1990, when Tim Berners-Lee wrote the code for a browser he called WorldWideWeb, it was supposed to connect everyone. “Its universality is essential,” he later wrote, saying it could “make sense of what we are doing, where we individually fit in, and how we can better work together.” But whose idea of universal? Is it a one-size-fits-all, anything-goes approach, with no restriction on content? Or a tamed Web, where no one can find anything upsetting?

Before content, there is language. The Web was built in English. All those acronyms (http, URL, TCP/IP) mean something in English. Most websites are in English. But an all-English Web can also be an excluding Web. “Providing a service in English only shuts out huge amounts of users,” says Stephanie Booth, Web consultant and writer of Climb to the Stars, one of the first major bilingual blogs. Living in Switzerland, a country with four national languages (German, French, Italian, and Romansh) where many citizens speak conversational English, she is exposed to the complexities of translation on a day-to-day basis. “People may speak enough English to communicate with the man on the street, but it’s not sufficient for them to try and tame new, potentially scary software or services in that language.”

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Gamefication in Education at SXSW (2008)

(Gamefication has become the buzzword in education circles, and here’s a SXSW 2008 preview for the Austin Chronicle on those issues.)

The line between educational software and games has always been a blurry one. Now educators and game developers are doing more than just making toys with some redeeming qualities: They’re adapting lessons from gaming into the curriculum, from interactivity in Nintendo’s Wii Sports to cooperative play in Halo 3.

“Games are largely misunderstood,” said Suzanne Seggerman, president of Games for Change. “They are not inherently sophomoric.” G4C introduces activist groups to the educational benefits of situated learning – the cognitive process of learning through doing, or in this case simulated doing. The idea is nothing new. “The U.S. Army has [combat simulator]America’s Army,” Seggerman said, “and it’s their number one recruiting tool. So why shouldn’t nonprofits have access to the same tools?” ‘

She points to the award-winning Darfur Is Dying. It’s a different view of battle to, say, Call of Duty: a deceptively simple online game in which players are Sudanese refugees, avoiding Janjaweed militias while foraging for water. They learn and are inspired by doing, a process she argues has always been part of gaming. “Will Wright has had hundreds of people mailing him, saying they became urban planners because of SimCity,” said Seggerman.

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