Teaching and Learning and Games and Gaming

Recent resources tagged with Teaching and Learning and Games and Gaming.

Games for Higher Education: 2008

Added by the EDUCAUSE Librarian
Title:Games for Higher Education: 2008 (ID: ERM0849)
Author(s):Bryan Alexander (NITLE - National Institute for Technology and Liberal Education)
Origin:EDUCAUSE Review Articles (07/01/2008)
Type:Articles, Papers, and Reports
Abstract:

Learning via computer games: the very idea can seem surreal or outrageous. Yet for the past five years, a movement has been afoot to examine how digital games work as pedagogical devices. Starting with the publication in 2003 of James Paul Gee’s landmark What Video Games Have to Teach Us about Learning and Literacy, faculty, technologists, and librarians have been exploring how we can learn from and also teach within computer games. This column will survey what this movement has discovered.

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Envisioning the Educational Possibilities of User-Created Virtual Worlds

Added by the EDUCAUSE Librarian
Title:Envisioning the Educational Possibilities of User-Created Virtual Worlds (ID: CSD5429)
Author(s):David M. Antonacci (The University of Kansas Medical Center) and Nellie Modaress (The University of Kansas Medical Center)
Source:AACE-Association for the Advancement of Computing in Education
Origin:Contributed by Organizations or Campuses (04/01/2008)
Type:Articles, Papers, and Reports
Abstract:

Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these simulated worlds. This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities. This article explores the technical capabilities and educational potential of these new worlds. Additionally, it presents and illustrates a model, which uses interaction combinations, to identify course content and topics having educational applications in virtual worlds.

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Emerging technologies for learning

Added by the EDUCAUSE Librarian
Title:Emerging technologies for learning (ID: CSD5372)
Source:Emerging technologies for learning
Origin:Contributed by Organizations or Campuses (04/02/2008)
Type:Articles, Papers, and Reports
Abstract:

'Emerging technologies for learning' aims to help readers consider how emerging technologies may impact on education in the medium term. The publications are not intended to be a comprehensive review of educational technologies, but offer some highlights across the broad spectrum of developments and trends. It should open readers up to some of the possibilities that are developing and the potential for technology to transform our ways of working, learning and interacting over the next three to five years.

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GameQuest: Creating an Education Game Program for Higher Ed

Added by the EDUCAUSE Librarian
Title:GameQuest: Creating an Education Game Program for Higher Ed (ID: ELI08171)
Author(s):Steve Ackerman (University of Wisconsin-Madison), Kathleen Christoph (University of Wisconsin-Madison), and Christine Lupton (University of Wisconsin-Madison)
Origin:Presented at ELI Meetings (01/28/2008)
Type:Presentations/Speeches
Abstract:

Experience our quest for a campus-wide program that explores teaching and learning with simulations and games. This interactive presentation uses the game structure of a quest to involve the audience in our journey. Join us for "The Call to Adventure," "The Road of Trials," and "A Return to the Ordinary World."

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Podcast: The Role of Play and Preparing for a Changing Student Population - An Interview with Rachel Smith

Created by Gerry Bayne (EDUCAUSE) on August 22, 2007

In this 9 minute podcast, we feature an interview with Rachel Smith, Vice President of NMC Services for the New Media Consortium. The interview was recorded at the 2007 Seminars On Academic Computing Conference where Rachel Smith presented two session, "Games for Learning" and "The Role of Play and Preparing for a Changing Student Population".

Students are arriving on campus with a set of expectations and behaviors that differ from those of previous generations, including the faculty, who are faced with engaging them in the process of learning. Students' experience with new kinds of games and media has shaped their view of what learning is and how it occurs. This conversation will explore the changing way that young people approach playing, learning, and working and will examine how the concept of play can build bridges between traditional and emerging student populations.

 

Some Foundations for Second Life Pedagogy

Created by Neil LaChapelle (University of Waterloo) on July 18, 2007

Sex, commerce and stalking.  In recent discussions on our campus on the use of Second Life as a learning environment, these were some of the first things people noted as concerns.  Sex was a problem just because it was there to contend with - whereas it is not much of a factor in our current LMS!  It was also thought that some of the economic arguments about Second Life being an "authentic" environment (because of the real economy) were questionable; i.e. what is so "authentic" about commerce, and is that the kind of "authenticity" we want to emphasize in our courses.  And stalking is a bad thing, of course...

I did not share these concerns about Second Life.  In ways I find both reassuring and depressing, sex, commerce and stalking are all part of life on campus anyway, and in these regards Second Life does not differ much from life on our offline, physical campus (except that real sex is better and real stalking is worse than Second Life sex/stalking).

Constance Steinkuehler Presentation on Virtual Worlds

Created by Gerry Bayne (EDUCAUSE) on June 19, 2007

In this podcast of the presentation " Cognition, Learning, and Literacy in Virtual Worlds," Constance Steinkuehler, assistant professor at the University of Wisconsin–Madison, discusses the intellectual practices that constitute gameplay in virtual worlds (for example, collaborative problem solving, informal scientific reasoning, computational literacy, and digital media literacy) and the way these coalesce into a form of cosmopolitanism found in the least likely of places, in context of pop culture.

Richard Van Eck Presentation on Digital Game-Based Learning

Created by Gerry Bayne (EDUCAUSE) on June 18, 2007

In this podcast of the presentation "Generation G and the 21st Century," Richard Van Eck, associate professor of instructional design and technology at the University of North Dakota, discusses the theory behind the effectiveness of games in teaching and learning; what the past can teach us about if, how, and when to implement digital game-based learning; and what this will mean for colleges and universities.

This was presented as a general session at Immersive Learning Environments: New Paths to Interaction and Engagement, the EDUCAUSE Learning Initiative's Spring 2007 Focus Session, held at the Friday Institute for Educational Innovation in Raleigh, North Carolina, March 27-28, 2007. Additional resources from the event, including session recordings and audio interviews, video, presentation materials, and photos, also are available online.

Concurrent Sessions on Learning

Added by the EDUCAUSE Librarian
Title:Concurrent Sessions on Learning (ID: ELI07222)
Author(s):Enkhtuvshin Dorjgotov (Purdue University), Gary R. Bertoline (Purdue University), Jeffrey K. Sarbaum (University of North Carolina at Greensboro), Michael M. Kelly (MMKAA), Phillip D. Long (MIT), and Sarah Smith Robbins (Ball State University)
Origin:Presented at ELI Meetings (03/28/2007)
Type:Presentations/Speeches
Abstract:-The Impact of Computer-Simulated Haptic Force Feedback on Learning (Innovation Hall B) - Gary R. Bertoline and Enkhtuvshin Dorjgotov
- Immersive Learning Environments in the GeoWall (Nortel Workshop Room AB) - Michael M. Kelly
- Remote Labs (Collaboratory) - Phillip D. Long
- ECON201: An Online Game for College Credit (Innovation Hall A) - Jeffrey K. Sarbaum
- Immersion and Engagement in a Virtual Classroom: Using Second Life for Higher Education (BB&T Multimedia Classroom) - Sarah Smith Robbins
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ELI Immersive Learning Environments Focus Session--March 27-28, Raleigh

Created by Elisa Coghlan (EDUCAUSE) on February 12, 2007
ELI LogoHow can immersive learning environments (ILEs)—virtual reality, games, simulations, and the like—be used to support teaching and learning? Find out at the ELI Spring Focus Session 2007, March 27–28 in Raleigh, North Carolina. The session will cover:
  • The effective pedagogical uses of ILEs and their impact on learner engagement 
  • The interactive capabilities of ILEs that encourage the development of creative thinking and problem-solving skills through direct engagement
  • Implementation issues, such as design challenges, technical constraints, curriculum integration, and faculty development

View the program and speaker list. 

NOTE: EVENT NOW SOLD OUT.