e Give the four sources of digital media law in the United States, discussing which is paramount and why.
e Do you agree with the legal process as a means of obtaining what is ethical and just? (For assistance,
consult Digital Media Law, Chapter 1.)
For over twenty years there have been many attempts at designing educational software with all of them resulting in failure and thus a sense of hopelessness prevailed through much of the educational software community. Fortunately, the emergence of new models have made education and entertainment games stop competing with one another. If we look at today’s entertainment video games, many will be nothing like the games prevalent in the late 90’s when educators and game developers first teamed up in an attempt to insert artificial learning moments inside games. Back then, in-game worlds were relatively fixed and did not have much depth whatsoever, enabling the player only to play out the action of a pre-programmed story. Today, nonetheless, according to Hansson (2005) games are presumably more open-ended, with many of them encouraging players to take an active role in the construction of the game itself through the use of various ‘mod’ tools. The term ‘mod’ means modification, in videogame terms ‘mod’ refers to a user made add-on to an already existing game. For example, one of 2007’s best selling video games, “The Sims 2” does not determine any explicit goal or winning outcome. Rather, the game presents itself as an open-ended “virtual doll house” in which users play out and share stories with one another should they choose to. As a result of the enormous flexibility of this game, thousands of players’ created content add-ons or game modifications now available for free on the web. “Surprisingly enough, so far, little has been attempted by educators to use the extensive mod tools available for The Sims 2 to implement learning content in a way that naturally integrates with the in-game experience” (Goldfayn, 2006). However, mod tools provide full access to all the language data used in all the different international versions of a game. This allows curriculum designers to easily manipulate popular video games to create opportunities for foreign language learning. Johnson,( 2005, p.191) claims that for most educational disciplines, “the main rule when choosing a video game to be modded is that the closer the original contents of the game are to the educational discipline involved, the smoother the process will be”. Most people play video games nowadays and everyone seems to work on a computer, so learning a foreign language through video games can be as viable as learning it through traditional classroom instruction. For example, in order to make a game like “Civilization III” relevant >GET ANSWER