Salenâ€™s theory goes like this: building a game â€” even the kind of simple game a sixth grader might build â€” is equivalent to building a miniworld, a dynamic system governed by a set of rules, complete with challenges, obstacles and goals. At its best, game design can be an interdisciplinary exercise involving math, writing, art, computer programming, deductive reasoning and critical thinking skills. If children can build, play and understand games that work, itâ€™s possible that someday they will understand and design systems that work. And the world is full of complicated systems.
For a generation growing up immersed in technology, it offers a great opportunity for cross-curricular learning. Implementing a broad program like that could be problematic with the compartmentalized subject structure found in most schools. There would also be issues in an educational system with standardized testing, where you pretty much have to teach to the test. Regardless, it’s an interesting approach that has a lot of potential.
The Typographer’s Glossary from FontShop provides definitions of all the type terms that you wanted to know, but were afraid to ask. Their education section provides a handy PDF of the glossary, as well as a number of other documents to aide in your typographic pursuits.
That story spans some 5,000 years. We’ll travel vast distances, meet an emperor, a clever Yorkshireman, a Phoenician princess by the name of Jezebel, and the ‘purple people’; we’ll march across deserts and fertile plains, and sail across oceans. We will begin where civilisation began, meander through the Middle Ages, race through the Renaissance, and in doing so discover where our alphabet originated, how and why it evolved, and why, for example, an A looks, well, like an A.
An excellent read, with a great layout for the web, and a collage from Able Parris to boot.
Jane Austenâ€™s fiction manuscripts are the first significant body of holograph evidence surviving for any British novelist. They represent every stage of her writing career and a variety of physical states: working drafts, fair copies, and handwritten publications for private circulation.
Great care has been taken to provide a digital record of the original materials, as well as an accurate transcription which can be viewed simultaneously.
Austenâ€™s handwriting and punctuation are agreed to be of great importance in the understanding of her work but have hitherto been little studied. The mark up scheme has recorded orthographic variants and punctuation symbols in minute detail for subsequent computational interrogation.
The flash interface is somewhat awkward to use, but the “diplomatic display” is quite impressive.
“Games allow us to address systems instead of stories,” Dr. Bogost said in an interview. And, in some ways, they can offer more depth. People often search for simple answers to broad topics like the Gulf oil spill or the 2008 financial crisis, but in reality both were the result of a confluence of failures and events. Games can help to convey that complexity. “In particular, they can offer this experience of how something works rather than a description of key events and players,” Dr. Bogost says.
UCSF has a collection of Japanese woodblock prints available for your viewing pleasure. The archive consists of four hundred woodblock prints on health-related themes.
The Japanese woodblock prints offer a visual account of Japanese medical knowledge in the late Edo and Meiji periods. The majority of the prints date to the mid-late nineteenth century, when Japan was opening to the West after almost two hundred and fifty years of self-imposed isolation.