Contributed by EDUCAUSE Learning Initiative and Games and Gaming
7 Things You Should Know About Wii
| Title: | 7 Things You Should Know About Wii (ID: ELI7039) | | Origin: | Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (07/21/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | The Wii is a video game system that uses a wireless controller capable of sensing position and motion, allowing users to interact with the game applications through physical movements. The controller has captured the interest of academic researchers and hackers, who have used the technology to create applications such as a collaborative choreography tool and an inexpensive, interactive whiteboard. Wii technology is used as an input device in virtual worlds and as a training tool that allows learners to perform physical tasks in a digital, risk-free environment. The "7 Things You Should Know About..." series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues. | | View this resource: | |
2007 Horizon Report
| Title: | 2007 Horizon Report (ID: CSD4781) | | Origin: | Contributed by EDUCAUSE Learning Initiative, Horizon Report (2007) | | Type: | Articles, Papers, and Reports | | Abstract: | The 2007 Horizon Report looks at six selected areas--"User-Created Content," "Social Networking," "Mobile Phones," "Virtual Worlds," "New Scholarship and Emerging Forms of Publication," and "Massively Multiplayer Educational Gaming"--the project draws on an ongoing discussion among knowledgeable individuals in business, industry, and education, as well as published resources, current research and practice, and the expertise of the NMC community itself. The Horizon Project's Advisory Board probes current trends and challenges in higher education, explores possible topics for the "Report," and ultimately directs the selection of the final technologies. - A Spanish Language Edition is now available. | | View this resource: | |
ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation
| Title: | ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation (ID: ELI5014) | | Origin: | Contributed by EDUCAUSE Learning Initiative (2006) | | Type: | Articles, Papers, and Reports | | Abstract: | Primarily developed by Australia's University of Adelaide and University of Technology, Sydney, the Mekong e-Sim is an online learning environment that immerses students in the complexities of authentic decision making, helping them develop the communication, collaboration, and leadership skills they will need for future success. ELI's Innovations & Implementations series highlights innovative teaching, learning, and technology practices in higher education. Each Innovations & Implementations piece provides a practical overview of an innovation, focusing on its significance and implementation issues. Use Innovations & Implementations to explore innovative practices that might be of value to your institution. | | View this resource: | |
Simulations, Games, and Learning
| Title: | Simulations, Games, and Learning (ID: ELI3004) | | Author(s): | Diana G. Oblinger (EDUCAUSE) | | Origin: | Contributed by EDUCAUSE Learning Initiative, White Papers (2006) | | Type: | Articles, Papers, and Reports | | Abstract: | Exploring games and education is inherently controversial. Even the name implies games don't involve work. However, today's games are complex, require collaboration and strenuous time commitments, and involve developing values, insights, and new knowledge. They are immersive virtual worlds often augmented by complex communities of practice. In many ways, games have become complex learning systems. | | View this resource: | |
ELI Innovations & Implementations—SciFair: Game Worlds for Learning
| Title: | ELI Innovations & Implementations—SciFair: Game Worlds for Learning (ID: ELI5010) | | Origin: | Contributed by EDUCAUSE Learning Initiative (2006) | | Type: | Articles, Papers, and Reports | | Abstract: | Cornell's SciCentr is an online museum of virtual worlds that engages young people in science, technology, engineering, and mathematics. Its SciFair program helps students build virtual worlds and thus learn new ways of developing and sharing knowledge. ELI's Innovations & Implementations series highlights innovative teaching, learning, and technology practices in higher education. Each Innovations & Implementations piece provides a practical overview of an innovation, focusing on its significance and implementation issues. Use Innovations & Implementations to explore innovative practices that might be of value to your institution. | | View this resource: | |
The Next Generation of Educational Engagement
| Title: | The Next Generation of Educational Engagement (ID: CSD3216) | | Author(s): | Diana G. Oblinger (EDUCAUSE) | | Origin: | Contributed by EDUCAUSE Learning Initiative (2004) | | Type: | Articles, Papers, and Reports | | Abstract: | Games are no longer just for fun; they offer potentially powerful learning environments. Today's students have grown up with computer games. In addition, their constant exposure to the Internet and other digital media has shaped how they receive information and how they learn. There are many attributes of games that make them pedagogically sound learning environments. An increasing number of faculty are using games as enhancements to the traditional learning environment with encouraging results. While the interactivity and engagement of games are highly positive a number of questions remain about how games will be developed, deployed and accepted in higher education. | | View this resource: | |
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