Menampilkan postingan dari November 30, 2007

GAME: Glossary of Terms

Game Platform
■ Arcade Game: A coin-po game in arcades
■ Online Game: A game that connects many players together on a server that can be accessed over the Internet by individual PC terminals
■ PC Game (PC Stand-alone Game): A game installed on a PC through a CD-ROM
■ Video Game: A game inserted into a game console system that is connected to a TV set
■ Game Console: A video game machine used with CD, DVD and CD-ROM game cartridges (e.g., Xbox, Playstation, Game Cube)
■ Mobile Game: A game played on mobile phones or portable handheld system

Game Place
■ Internet (PC) Cafe (e.g., PC Bang): A place where people can play online games and access the Internet
■ Arcade Hall / Game Center: A place where people can play coin-op games
■ Video (Console) Game Room (e.g., Playstation Bang): A place where people can play video console game

Game Users
■ Hardcore Gamer: A player who plays games for over 2hours a
day on average
■ Average Gamer: Anyone who has played a game at least once
■ Potential Gamer: A person w…

Positive Effects of Videogaming

Games help on:
- Processing certain visual information
- Improving laparoscopic skills
- Helping children with attention deficit disorder
- Managing pain
- Establishing online social relationship

[4th ICET 2007]

Why Videogames are such Good Teachers?

1. Clear objectives
2. Exciting activities
3. Multiple ways of solving problems
4. Feedback given
5. Motivation to reach a high standards and practice their skills
6. Extrinsic and intrinsic rewards
7. Guaranteed success regardless of players' academic performance of socioeconomic status

[4th ICET 2007]

Why Digital Games are important to Children and Teens?

Digital games offer children and teenagers:
1. Promote positive feelings
2. Provide outlet for aggression, has cathartic effect
3. Has potential as learning tools
4. Meet psychological needs:

+ entertainment and leisure
+ emotional coping - from loneliness, stress, low self-esteem
+ escape from reality
+ satisfying social needs
+ making new friends
+ strengthening friendship
+ generating sense of belonging and recognition
+ need for challenge and achievement
+ need for excitement
+ need for power

[4th ICET 2007]

Jurnal Konsultan: Minggu XXV (11.2007)

Minggu, 25 November 2007
[Gedung Baru Timur VEDC Malang: 12.00-15.00] Mengikuti acara pembukaan Kontes Game Edukasi Indonesia (KGEI) 2007. KGEI dilaporkan oleh Bapak Sumarno VEDC Malang selaku OC, disambut Bapak Budi Purwaka bagian SI yang mewakili Karo PKLN Setjen Depdiknas dan dibuka oleh Bapak Isnandar yang mewakili Rektor Universitas Negeri Malang selaku SC. KGEI diikuti oleh 175 peserta (siswa, mahasiswa, dan umum) dengan 60 judul game, peserta datang dari Jakarta, Bandung, Yogyakarta, Surabaya, dan Malang.

Senin, 26 November 2007
[Bima HallVEDC Malang: 18.30-20.30] Mengikuti rapat koordinasi dengan OC KGEI untuk status keuangan terhadap RAB, persiapan penentuan pemenang kontes, prosedur penyerahan hadiah bagi pemenang kontes, dan persiapan eksebisi di arena Forum Nasional Jardiknas di UMM Dome pada tanggal 28 November 2007.

Selasa, 27 November 2007
[Rumah: 07.00-08.30] Menyusun presentasi tentang Hadiah KGEI 2007 melalui skema Beasiswa Unggulan.
[Gedung Baru Timur VEDC Malang: 10.00-1…