February 2015
This latest issue of CGM looks at how education and games aren’t necessarily mutually exclusive. The perception of education has been changing a lot in recent years, and it’s no longer considered a simple matter of memorizing facts for a test, then disposing of that information once the test has been passed. Critical thinking, problem solving skills and the ability to analyze and improvise are all considered valuable tools, not just in learning, but as general skills for life management. In this issue, Tim talks about the resurgence of female super heroes in comics, Reid talks about how videogames can inspire creativity and Liana discusses how videogames can be used to teach as well as entertain.
Features:
Kids & Arachnids: An Interview With Fred Van Lente
Female (Super) Empowerment: Girls In Comics Are Here To Stay
Marvel’s Overpopulation Problem
Focus:
Coding a New Future, Designing a New Generation
The Digital Muse: Inspiring Creativity With Videogames
The Culture Of Youth: How Games Made For Fun Can Be Used To Teach
A Lament For DVD Film School
Lessons In Play: Why Educational Games May Not Be Beneficial
School Of Hard Blocks: How One Tech Camp Is Using Videogames To Teach Real-World Skills
Technology and Education for the Modern Parent
Reviews:
The Legend of Zelda: Majora’s Mask 3D
Resident Evil HD Remaster
Dying Light
Evolve
Life Is Strange – Episode 1: Chrysalis
The Order: 1886