Reimagine Learning

Staff Spotlight: An Interview with Brian Regan, Lead Game Producer

on Mar 30, 2015 12:21:00 PM By | Annie | 0 Comments | Blog
What do you do here at Second Ave., exactly? Brian: My business card says “Lead Game Producer” but like most of us, I wear a few different hats depending on the situation. My main job is to make sure our titles move through all stages of development as efficiently as possible, while staying true to the original creative vision. I work with our programmers and artists to make sure everyone has an understanding of what we need to build, when we need to build it by, and how we’re going to get there. If something breaks down, it’s my job to figure out how we’re going to fix it with minimal impact to everything else. It may sound simple, but as anyone in software development knows, this is much easier said than done. There are a thousand moving parts and it’s my job to make sure they line up with each other every day. I also play a part in designing some software we build, as well as being the face of the team to some of our clients.
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Games and Active Learning (J. Gee Retrospective Part 3)

on Feb 17, 2015 7:07:00 AM By | Annie | 0 Comments | Blog learning Education Gee preparation webinar Game-based learning
Welcome to Part 3 of our James Paul Gee retrospective, where we reflect on quotes from Gee's book, What Video Games Have to Teach Us about Learning and Literacy, first published in 2003. We are proud to be sponsoring edWeb's 50th webinar, featuring Professor Gee, who will be discussing game-based learning. To learn more and register, visit:   Celebration screen from Martha Madison: Forces “Video games have the potential to lead to active and critical learning.” – p. 46 The idea of "hands-on" or "active" learning may sound like just another educational buzzword or fad - a new approach that's different or flashier or newer than traditional methods such as lecture or textbook assignments. In truth, active learning is an ancient method of teaching, one that we often engage in without even knowing it. Paul Corrigan argues in this clever post that in reality, "active" learning as an approach is as old as the act of human learning itself. Humans have always learned very well by engaging in tasks and reflecting on their actions; this has been shown time and again across countless domains.
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Storytelling in Games (J. Gee Retrospective Part 2)

on Feb 13, 2015 12:56:00 PM By | Annie | 0 Comments | Blog
Welcome to Part 2 of our James Paul Gee retrospective, where we reflect on Gee's book, What Video Games Have to Teach Us about Learning and Literacy, first published in 2003. We are proud to be sponsoring edWeb's 50th webinar, featuring Professor Gee, who will be discussing game-based learning. To learn more and register, visit: "Video games... [create] what I have called embodied stories, stories that involve and motivate the player in a different way than do the stories in books and movies.” - Jim Gee The great Isak Dinesen once said, "to be a person is to have a story to tell." Storytelling, whether it is the telling of our own story or the story of another, is one of the most powerful methods that humans have developed to associate with each other and with the world. In addition to providing entertainment, stories have been used throughout history to teach. Stories convey content, teach procedures, preserve history, and develop our capacity to view the world through more than one perspective.
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12 years later: A James Paul Gee Retrospective (Part 1)

on Feb 11, 2015 4:00:00 AM By | Annie | 0 Comments | Blog Gee edWeb Jim Gee Serious Games webinar Game-based learning
In 2003, a now-famous book, What Video Games Have to Teach Us About Learning and Literacy was first published by a linguistics researcher named James Paul Gee. In this book, Gee argued that good video games utilize good principles of learning - principles that can and should be applied in other learning settings such as school. In identifying these principles, Gee began to link game-based learning with content learning in schools. At the time, this was a pretty interesting and slightly absurd idea. Although the notion of game-based learning was not new, it was unusual to look to video games as models for excellence in teaching. Most classrooms had not yet embraced game-based learning, and in fact many schools took great pains to ensure that children could not play games, digital and otherwise, during the school day.
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FETC: Kicking off the 2015 Conference Season

on Feb 4, 2015 9:06:00 AM By | Annie | 0 Comments | Blog FETC differentiation Martha Madison
Tory, Bob, Brian, and Jill just recently got back home from sunny Florida, after attending FETC 2015, one of the first education technology conferences of the 2015 season. The Second Avenue team enjoyed the high energy venue (complete with an aerial acrobat!) as well as the chance to meet colleagues, customers, and most of all, the hardworking teachers who are eager to integrate the latest in ed tech into their instruction.
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2014 Frontiers in Education Conference

on Oct 20, 2014 9:14:47 AM By | Victoria Van Voorhis | 0 Comments | Blog Conferences RIT Frontiers in Education
Second Avenue Learning is pleased to announce that Professor David Simkins, our colleague from the Rochester Institute of Technology (RIT), will be presenting a joint paper on the Martha Madison project at the 2014 Frontiers in Education Conference. The conference, held this year in Madrid, draws together professionals from a wide variety of fields, for the purpose of furthering innovations in STEM, with a special focus on engineering education.
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Reflections on Ed Games Week

on Oct 8, 2014 11:23:07 AM By | Victoria Van Voorhis | 0 Comments | Blog Research Ed Games Week Game-based learning
Taking part in the recent Ed Games Week in Washington, D.C., I couldn't help but reflect upon the tremendous growth, activity, and research surrounding game-based learning (GBL). While talking with Dr. Edward Metz, Mark DeLoura, Jessica Lindl, Dr. Kara Carpenter, numerous game developers, and many other stakeholders in education and game design, I found myself thinking back to the beginnings of Second Avenue.
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eLearning: Mobilize Professional Training for your Association’s Members

on Sep 23, 2014 6:55:00 AM By | JBroikos | 0 Comments | Blog Professional Development Training Associations LMS Responsive Design
The need for ongoing professional training presents a significant opportunity for associations to provide valuable benefits to their members. By offering accredited continuing education materials in an online Learning Management System (LMS), associations can effectively and efficiently meet the professional needs of their members. An LMS is a completely self-contained mobile learning environment. It supports both the learner and the educator by offering a consistent integrated learning experience where: 1) groups can easily interact 2) robust content can be generated, presented and customized 3) tests can be securely administered and scored Connecting members to the collective knowledge and experience of the association helps create a synergy that enhances professional learning and growth for association members.
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Big Ideas from the Big History Project

on Sep 16, 2014 6:46:50 AM By | Annie | 0 Comments | Blog Education Bill Gates Big History Project
Every morning, millions of teenagers around the world get ready for school. They wolf down breakfasts, choose outfits, text friends, study for science tests, and run to catch the school bus.
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Join us in D.C. at the Ed Games Expo!

on Aug 28, 2014 11:24:45 AM By | admin | 0 Comments | Blog Ed Games Expo events ESA
Exciting news... Second Avenue team members will be on hand at the Entertainment Software Association's Ed Games Expo in Washington, D.C. next week! Stop by our table for demos and gameplay, and be sure to tweet us a picture if you do so.
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