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ArtificialWisdom.com (GRADE) is a website that considers the possible educational value of popular video games. It is a general resource designed for both teachers and parents. Its easy navigation and "readability" makes it a wonderful starting place to better understand what children and young people are...
ArtificialWisdom.com (GRADE) is a website that considers the possible educational value of popular video games. It is a general resource designed for both teachers and parents. Its easy navigation and "readability" makes it a wonderful starting place to better understand what children and young people are playing and its potential impact on the classroom. It provides a general description of the game, an educational "grade", its possible use in the classroom, and the skills that are required for the game (e.g. problem solving, business skills, etc.). As many teachers know, even if certain games are not being used as a classroom activity, student familiarity with the games can be useful in combination with a discussion or lecture. For example, "Company of Heroes," a popular WWII real time strategy game, might prove an effective addition to a History classroom. Whereas the historical "facts" may not be entirely accurate, its inaccuracy might be of value in terms of a comparison activity or just as a backdrop for visualizing the historical events. Games are listed according to age appropriateness and genre (sports, strategy, etc.) and the results are often surprising. For example, "Brain Age" a Nintendo educational game is ranked as a C+, while "Company of Heroes" receives an A-. This site also links to articles about video game studies, new educational games, and parental controls. While it is not a hard-hitting resource, it does provide a useful overview of current and soon-to-be-released games through the eyes of the educator or parent.
Besides the fact that it provides reliable information on games used at school and home, this site did not neglect anybody in the circle of designing, creating, selling, marketing and using video games. They have a fair share of advice to each target group, not forgetting at any moment the value of games in education. No matter how bad a rating a game has, the ArtificialWIsdom.com group always has something positive to add to its ratings, be it the skills one needs to solve the game, or a classroom effect for which it could be used at school.