Games and Gaming and Students

Recent resources tagged with Games and Gaming and Students.

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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The Role of Play and Preparing for a Changing Student Population

Added by the EDUCAUSE Librarian
Title:The Role of Play and Preparing for a Changing Student Population (ID: SAC07008)
Author(s):Rachel Smith (The New Media Consortium (NMC))
Origin:Presented at SAC Conferences (08/03/2007)
Type:Presentations/Speeches
Abstract:

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.

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Student Induction through Digital Game-based Learning Environments

Added by the EDUCAUSE Librarian
Title:Student Induction through Digital Game-based Learning Environments (ID: EPS288)
Author(s):Kevin Curran (University of Ulster at Coleraine)
Origin:Contributed by Organizations or Campuses (2006)
Type:Effective Practices
Abstract:

Student retention within Universities is becoming more important as the Government is targeting 50 percent of 18 to 30 year olds to experience higher education before 2010 in the UK. The need to integrate new students from different economical and social backgrounds has made student induction and integration to academic life more important that ever [1]. Student drop out rates throughout the UK for the year 2002/03 was 15.4 percent for mature students and 7.8 percent for young students [2]. The University of Ulster drop out rate for the year 2002/03 was 12.8 percent overall combining both groups of young and mature students. It is against this background of student retention rates that this project has been undertaken.

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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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