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Liemandt Foundation launches hidden agenda contest: university students vie for a $25,000 prize by building video games that secretly teach middle school subjects

Published: 01 October 2003 Publication History

Abstract

The Liemandt Foundation, a nonprofit family foundation focused on promoting technology-enabled education, launched on September 18, 2003 a college student video game development contest with a twist -- students are being challenged to build entertaining games that "secretly" teach middle school subjects.The contest, online at www.hiddenagenda.com, focuses on the notion of "stealth education" in gaming, pushing students to create primarily entertaining games that also teach science and math topics such as forces, statistics, or the solar system. Students have complete freedom in their game designs. They may work in teams of up to eight people, can build the games on and for any platform, and may use existing engines if they choose. Games will be judged in May 2004, with five finalist teams flying to Austin, Texas for their final shot at the $25,000 prize.Advising the contest are experts such as Ultima creator and gaming legend Richard Garriott and educational game visionary Marc Prensky, and the project is affiliated with the Digital Media Collaboratory at the University of Texas. "There is no doubt in my mind that college students can create the next breakthrough educational video game," says Garriott. Prensky agrees, "I look forward to watching these motivated and creative students break through the barriers of historically boring learning games." Among the many benefits of challenging college students to build the game is the notion that once these students enter the professional game development community, they will understand the importance and potential of stealth education.While all submitted games must fulfill teaching and technical requirements to be considered, final judging is based on 70% entertainment and 30% educational value. The uneven split in judging criteria is crucial. In the past, educational games have failed because no matter how well they taught, kids just weren't motivated to absorb information. Children will only learn from the games they want to play.

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  • (2012)Conducting ethical research with a game-based intervention for groups at risk of social exclusionProceedings of the 11th international conference on Entertainment Computing10.1007/978-3-642-33542-6_79(594-599)Online publication date: 26-Sep-2012

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cover image Computers in Entertainment
Computers in Entertainment   Volume 1, Issue 1
Theoretical and Practical Computer Applications in Entertainment
October 2003
134 pages
EISSN:1544-3574
DOI:10.1145/950566
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 October 2003
Published in CIE Volume 1, Issue 1

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Cited By

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  • (2012)Conducting ethical research with a game-based intervention for groups at risk of social exclusionProceedings of the 11th international conference on Entertainment Computing10.1007/978-3-642-33542-6_79(594-599)Online publication date: 26-Sep-2012

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