Games and Gaming and Instructional Technologies

Recent resources tagged with Games and Gaming and Instructional Technologies.

7 Things You Should Know About Wii

Added by the EDUCAUSE Librarian
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.

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Overcoming the Fear of Gaming: A Strategy for Incorporating Games into Teaching and Learning

Added by the EDUCAUSE Librarian
Title:Overcoming the Fear of Gaming: A Strategy for Incorporating Games into Teaching and Learning (ID: EQM0830)
Author(s):Rafael Alvarado (Dickinson College)
Origin:EDUCAUSE Quarterly Articles (08/04/2008)
Type:Articles, Papers, and Reports
Abstract:

The effective use of games in academia requires a critical approach to the medium and a willingness to let go of the learning process and harness its outcomes.

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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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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.

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.

Emerging Educational Technologies and Neomillennial Learning Styles

Added by the EDUCAUSE Librarian
Title:Emerging Educational Technologies and Neomillennial Learning Styles (ID: ELI07110)
Author(s):Chris Dede (Harvard Graduate School of Education)
Origin:Presented at ELI Meetings (01/23/2007)
Type:Presentations/Speeches
Abstract:Emerging digital media are shaping users' motivations, attributes, and social patterns into types of learning styles quite different from those based on sensory, personality, or intelligence factors. Neomillennial students seek learning situations that interweave face-to-face interactions with shared virtual experiences across distance and time (distributed learning). This session will give examples of middle and high school distributed learning experiences based on immersive game-like educational simulations (multiuser virtual environments, augmented realities) and will discuss the implications of students' neomillennial learning styles for higher education.
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