Games and Gaming and Virtual Community

Recent resources tagged with Games and Gaming and Virtual Community.

Higher Education as Virtual Conversation

Added by the EDUCAUSE Librarian
Title:Higher Education as Virtual Conversation (ID: ERM0851)
Author(s):Sarah Robbins-Bell (Ball State University)
Origin:EDUCAUSE Review Articles (09/15/2008)
Type:Articles, Papers, and Reports
Abstract:

Virtual worlds can become an important tool in an educator’s arsenal. But using this tool requires a shift in thinking and an adjustment in pedagogical methods that will embrace the community, the fluid identity, and the participation—indeed, the increased conversation—that virtual spaces can provide.

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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.

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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Virtual Learning Environments in 3D

Added by the EDUCAUSE Librarian
Title:Virtual Learning Environments in 3D (ID: ELI07206)
Author(s):Phillip D. Long (MIT)
Origin:Presented at ELI Meetings (03/28/2007)
Type:Presentations/Speeches
Abstract:

Virtual Learning Environments in 3D We've passed through Web 1.0, entering the architecture of participation. Wikis and other read/write Web 2.0 capabilities provide a collective voice and opportunities for collaboration. They remain, however, fundamentally textual. Emerging now is the Web with shape and form--the 3D virtual world (VW). As education becomes global, will immersive 3D VWs learning spaces provide a persistent new home campus? Discuss.

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The 2007 Horizon Report: Six Technologies to Watch

Added by the EDUCAUSE Librarian
Title:The 2007 Horizon Report: Six Technologies to Watch (ID: ELI07102)
Author(s):Cyprien P. Lomas (The University of British Columbia), Diana G. Oblinger (EDUCAUSE), Laurence F. Johnson (The New Media Consortium (NMC)), and Rachel Smith (The New Media Consortium (NMC))
Origin:Presented at ELI Meetings (01/22/2007)
Type:Presentations/Speeches
Abstract:The annual Horizon Report, a joint publication of the New Media Consortium (NMC) and the EDUCAUSE Learning Initiative (ELI), highlights new technologies for teaching, learning, and creative expression. This session will review the research and process behind the report and the findings of the 2007 edition. The 2007 Horizon Report will be officially released at this session.
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2007 Horizon Report

Added by the EDUCAUSE Librarian
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.

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Team Building in Virtual Worlds

Added by the EDUCAUSE Librarian
Title:Team Building in Virtual Worlds (ID: MAC07067)
Author(s):Heidi Trotta (Seton Hall University)
Origin:Presented at Mid-Atlantic Regional Conferences (01/18/2007)
Type:Presentations/Speeches
Abstract:The use of virtual worlds provides a means for educators to bring a simulated real-world experience to the classroom. This case study will explore how undergraduates were able to go beyond the confines of the classroom space to gain team-building skills through the use of the virtual world Second Life.
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