Development action with informed and engaged societies

After nearly 28 years, The Communication Initiative (The CI) Global is entering a new chapter. 

Following a period of transition, the global website has been transferred to the University of the Witwatersrand (Wits) in South Africa, where it will be administered by the Social and Behaviour Change Communication Division. Wits' commitment to social change and justice makes it a trusted steward for The CI's legacy and future. 

On the transfer, co-founder Victoria Martin expressed her pleasure to see this work continue under Wits' leadership, knowing that co-founder Warren Feek (1953–2024) would have felt deep pride in The CI Global's Africa-led direction. 

As Wits, we honour the team and partners who sustained The CI for decades and look forward building from that strong base. This includes co-founders Warren Feek (1953-2024) and Victoria Martin as well as La Iniciativa de Comunicación (CILA), which continues independently at lainiciativadecomunicacion.com with links to The CI Global site. We are also eager to forge new partnerships and entertain new ideas as we consider how best to contribute to social and behaviour change in our rapidly evolving environment.

If you are joining the International Social and Behaviour Change Communication (SBCC) Summit in Panama, please join Wits and CILA on Monday, 22 June, to share your thoughts and suggestion for the relaunch of the Communication Initiative. We will be in Pacifica 5 from 12-1:25 for the Refuel, Reflect, and Renew Lunch Series: The Communication Initiative: celebrating a driving force for Communication for Social Change and the way forward. We will reflect on the legacy of Warren Feek and family in creating the Communication Initiative, consider the contributions of CI over the years and then turn our attention towards the future in this dynamic session. 

If you are unable to join us in Panama, we still want to hear from you. Please contribute your thoughts by following this link: https://redcap.link/CommunicationInitiative2026 or reaching out to ci_surveys@commint.com

You can also follow the QR Code:

 https://redcap.link/CommunicationInitiative2026

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Neverwinter Nights in the Classroom

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Summary

This article explores the potential role of educational games in the classroom. According to the article, the gaming-as-learning movement is motivated by an observation that college students today learn in different ways than preceding generations. Current research by cognitive learning theorists, psychologists, neurologists, and biologists is beginning to show the ability of today's students to naturally "multitask" while learning - absorbing information from multiple sources simultaneously.

The "Neverwinter Nights (NWN)" project was created at the School of Journalism and Mass Communication (SJMC) at the University of Minnesota in the United States, to experiment with the efficacy of computer simulations as education tools. Manufactured by Canadian gaming company BioWare, NWN is a "Dungeons and Dragons"-type game set in a medieval fantasy world. NWN is sold along with a game-building toolset that allows users to modify the game. For the media course, the fantasy world was replaced by a modern world of a small American city called Harperville, with news editors, reporters, and other characters.

In the modified game, the student plays the role of a rookie reporter at the Harperville Gazette covering a train accident. In the game, the reporter talks to the paper's editor about a good angle for a story. Once players choose their story angle, they are free to go anywhere in the newsroom and anywhere in the city of Harperville to research the story. The online 'news library' was filled with hundreds of pages of documents and sources from online sites, and dozens of characters can be interviewed by the rookie reporter, including hospital employees, railroad executives and workers, city hall and emergency management personnel, university experts, and business people. As students move through the information-seeking process, they take notes in a reporter's notebook within the game. They then "file" their story, get a printout of their reporter's notebook, and write a 1,000-word news story with the information they've gathered. A class instructor has access to the log of each student's movements through the game; students must also turn in their reporter's notebook and their stories so she can see the type of notes taken by each student, and how those notes were used in generating each story.

The article concludes that "this project is showing us that games can be much more a way for students to pass the time-that they can be an engaging and effective way to teach and learn."

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