Games and Gaming

Recent resources tagged with 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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Powerful But Not a Panacea: Virtual Worlds as a Tool for Situational Learning

Added by the EDUCAUSE Librarian
Title:Powerful But Not a Panacea: Virtual Worlds as a Tool for Situational Learning (ID: ELIWEB082)
Author(s):Aaron Delwiche (Trinity University)
Origin:ELI Web Seminars, Web Seminars Contributed by EDUCAUSE (02/19/2008)
Type:Presentations/Speeches
Abstract:

Once relegated to the fringes of the games industry, virtual worlds such as Second Life are now viewed as a promising instructional platform. College instructors use this emerging technology to teach courses on topics ranging from architecture and anthropology to history, literature and computer programming, and a growing number of Fortune 500 companies conduct employee training in virtual worlds. In 2007 alone, educational institutions were responsible for the creation of more than 1,200 islands in Second Life.

While many educators are excited about the potential of virtual worlds, others are deeply wary. Some fear that virtual worlds are a faddish technology that actually degrades student learning. In this presentation, Professor Aaron Delwiche of Trinity University suggests that there are grounds for both enthusiasm and skepticism. Virtual worlds are certainly not an educational panacea, and they present many challenges for students, instructors, and administrators. When coupled with thoughtful strategies grounded in situated learning theory, however, these emerging technologies can be very powerful educational tools.

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LITRE: Investigating the Effectiveness of Technology in Improving Student Learning

Added by the EDUCAUSE Librarian
Title:LITRE: Investigating the Effectiveness of Technology in Improving Student Learning (ID: ELI08197)
Author(s):Geetanjali Soni (North Carolina State University), Amy Craig (North Carolina State University), and Len Annetta (North Carolina State University)
Origin:Presented at ELI Meetings (01/28/2008)
Type:Presentations/Speeches
Abstract:

LITRE, the Learning in a Technology-Rich Environment, is a North Carolina State initiative that has researched the impact of various technologies on student learning over the past three years. This session will discuss LITRE's evolution and three current projects: innovative learning environments using multiuser gaming; video, podcasts, and other technologies; and computer-based problem solving.

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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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Internet Wellness Intervention for Women with Disabilities

Added by the EDUCAUSE Librarian
Title:Internet Wellness Intervention for Women with Disabilities (ID: ELI08120)
Author(s):Thomas M. Nosek (Case Western Reserve University) and Margaret A. Nosek (Baylor College of Medicine)
Origin:Presented at ELI Meetings (01/28/2008)
Type:Presentations/Speeches
Abstract:

We are collaborating to create the Garden of Wellness, a web-based, interactive, "serious" game where women with disabilities can actively learn how to improve their physical, psychological, and social health. We hope this new learning environment will overcome attendance problems that prevent women from benefiting from seminars on this material.

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E07 Podcast: An Interview with Ulrich Rauch, Director of Arts Instructional Support & IT at The University of British Columbia

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

In this 21 minute podcast, we feature an interview with Ulrich Rauch, Director of Arts Instructional Support & Information Technology at The University of British Columbia. He has recently been involved in a project called Ancient Spaces at UBC, which uses gaming and virtual world technology to recreate locations from antiquity. He also participated in a session at the EDUCAUSE 2007 Annual Conference entitled, "Indigenous Cultures: From Observing to Experiencing, from Videography to 3D VR Immersion".

Ulrich Rauch organizes the implementation of educational technologies for instructors, students and staff in the Faculty of Arts at the University of British Columbia. As the director of a technical and an instructional support unit, and as trained sociologist, Ulrich combines his experience as an instructor with his perspective on learning technologies to research and apply e-learning strategies in support of collaborative learning.

Adding Fun and Games to Training Programs

Added by the EDUCAUSE Librarian
Title:Adding Fun and Games to Training Programs (ID: EDU07252)
Author(s):Nathan Carpenter (University of Illinois at Urbana-Champaign) and Chris Ritzo (University of Illinois at Urbana-Champaign)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

The CITES Help Desk at the University of Illinois at Urbana-Champaign needs an effective training program in our dynamic workplace. Learn how training games help us reinforce our traditional training, enrich the job skills of our student consultants, provide information on existing services, and foster teamwork among our staff.

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Immersive Marketing for Libraries: Alternate Reality Games and Library Orientations

Added by the EDUCAUSE Librarian
Title:Immersive Marketing for Libraries: Alternate Reality Games and Library Orientations (ID: EDU07295)
Author(s):Jeremy Donald (Trinity University) and Jason Hardin (Trinity University)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

Trinity University's Coates Library adapted an immersive marketing campaign strategy known as an alternate reality game when designing the library's 2006 new student orientation. Objectives emphasized critical thinking skills, orientation to the online and physical environments, interactions with librarians, and entertaining engagement.

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