games


Billed as a “School for Digital Kids”, Quest to Learn (Q2L) is a school scheduled to open in Fall 2009 that is “committed to helping every student to achieve excellence in the skills and literacies necessary for college and career readiness. We believe that students today can and do learn in different ways, often through interaction with digital media and games. Q2L builds on this belief to create a nurturing and vibrant 6th-12th grade school environment that supports all students in the pursuit of academic excellence, social responsibility, respect for others, and a passion for lifelong learning.”

http://www.q2l.org

Working across a diverse community of players, the Institute of Play “leverages games and play as critical contexts for learning, innovation, and change in the 21st century. We bring non-traditional audiences into innovative spaces of production and learning through partnerships with the game industry, academia, government, science, technology, and the arts.” 

The Institute of Play has announced that New York City will become home to Quest to Learn, a new 6-12th grade public school that will use game-inspired methods to teach both traditional and critical 21st century skills and literacies. Opening in fall 2009, the Institute of Play is creating the school in collaboration with New Visions for Public Schools, a not-for-profit organization that works in partnership with the New York City Department of Education to improve academic achievement in the City’s public schools. The school will be a District 2 school, located in Manhattan. Quest will open with a 6th grade, adding a new grade each year. The school will be supported through an innovative partnership with The New School, Pearson, and Pearson Foundation. The John D. and Catherine T. MacArthur Foundation will provide research support, as part of its Digital Media and Learning Initiative.

www.instituteofplay.com

The organization’s ambition is to harness the power of video games in the service of humanistic principles. Aware of the tremendous and wide-ranging impact games have in our world, the Values at Play research project seeks to assist and encourage designers in creating games that further the understanding and appreciation of such values as equality, diversity, creativity, and many more.  Dartmouth College and New York University ae involved.

www.valuesatplay.org

The Globaloria Program was established by the World Wide Workshop Foundation in the spring of 2006. A network of educational, programmable websites and related wikis and blogs, the Globaloria Program prepares young people (13 and older) to use technology, specifically to become makers of interactive games and simulations, for their own personal and professional development and for the social and economic benefit of their communities.

www.globaloria.org

NYC-based organization that “provides support, visibility and shared resources to organizations and individuals using digital games for social change. This is the primary community of practice for those interested in making digital games about the most pressing issues of our day, from poverty to race and the environment. ”

www.gamesforchange.org