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 <title>EDUCAUSE | Games and Gaming</title>
 <link>http://connect.educause.edu/browse/content/node/679</link>
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  <itunes:subtitle>events, concepts, and conversation from EDUCAUSE</itunes:subtitle>
  <itunes:author>The EDUCAUSE Podcast Crew</itunes:author>
  <itunes:summary>EDUCAUSE is a nonprofit association whose mission is to advance higher education by promoting the intelligent use of information technology.  Our podcasts provide information about a range of topics including Leadership, Policy and Law, Teaching and Learning, Emerging Technologies, Open Source, Research Computing, Cyberinfrastructure, and Digitial Libraries. </itunes:summary>
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 <description>Recent resources tagged with Games and Gaming.</description>
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<item>
 <title>New ELI 7 Things... Brief Explores Wii</title>
 <link>http://connect.educause.edu/display/47124</link>
 <description>&lt;p&gt;&lt;a href=&quot;http://www.educause.edu/eli/16086&quot;&gt;&lt;img alt=&quot;ELI Logo&quot; class=&quot;left&quot; src=&quot;http://www.educause.edu/elements/images/highlights/eli.gif&quot; /&gt;&lt;/a&gt;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. &lt;/p&gt;&lt;p&gt;The &lt;a href=&quot;http://connect.educause.edu/Library/ELI/7ThingsYouShouldKnowAbout/47105&quot;&gt;&lt;em&gt;7 Things You Should Know About Wii&lt;/em&gt;&lt;/a&gt;&lt;em&gt;,&lt;/em&gt; EDUCAUSE Learning Initiative&amp;#8217;s (ELI) latest brief in the monthly series, examines how 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. &lt;/p&gt;&lt;p&gt;Browse the complete &lt;em&gt;&lt;a href=&quot;http://www.educause.edu/7ThingsYouShouldKnowAboutSeries/7495&quot;&gt;7 Things You Should Know About&amp;#8230;&lt;/a&gt;&lt;/em&gt; monthly series. &lt;/p&gt;</description>
 <comments>http://connect.educause.edu/display/47124#comments</comments>
 <category domain="http://connect.educause.edu/tag/7+Things+You+Should+Know+About/6005">7 Things You Should Know About</category>
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 <category domain="http://connect.educause.edu/tag/game+applications/6378">game applications</category>
 <category domain="http://connect.educause.edu/tag/Games+and+Gaming/679">Games and Gaming</category>
 <category domain="http://connect.educause.edu/tag/Interaction+and+Engagement/5325">Interaction and Engagement</category>
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 <pubDate>Mon, 28 Jul 2008 13:26:51 -0500</pubDate>
 <dc:creator>pkurkowski</dc:creator>
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<item>
 <title>7 Things You Should Know About Wii</title>
 <link>http://connect.educause.edu/display/47105</link>
 <description>&lt;p&gt;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.&lt;/p&gt;&lt;p&gt;The &amp;quot;7 Things You Should Know About...&amp;quot; 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. &lt;/p&gt;&lt;p&gt;In addition to the &amp;quot;7 Things You Should Know About&amp;#8230;&amp;quot; briefs, you may find other ELI resources useful in addressing teaching, learning, and technology issues at your institution. To learn more, please visit the &lt;a href=&quot;http://www.educause.edu/ELIResources/10220&quot;&gt;ELI Resources page&lt;/a&gt;.&lt;/p&gt;</description>
 <comments>http://connect.educause.edu/display/47105#comments</comments>
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 <category domain="http://connect.educause.edu/tag/Authentic+Learning/5461">Authentic Learning</category>
 <category domain="http://connect.educause.edu/tag/Collaboration/81">Collaboration</category>
 <category domain="http://connect.educause.edu/tag/Games+and+Gaming/679">Games and Gaming</category>
 <category domain="http://connect.educause.edu/tag/Instructional+Technologies/137">Instructional Technologies</category>
 <category domain="http://connect.educause.edu/tag/wii/6368">wii</category>
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 <pubDate>Mon, 21 Jul 2008 10:53:36 -0500</pubDate>
 <dc:creator>ckeller</dc:creator>
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 <title>Overcoming the Fear of Gaming: A Strategy for Incorporating Games into Teaching and Learning</title>
 <link>http://connect.educause.edu/display/47081</link>
 <description>&lt;p&gt;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.&lt;/p&gt;</description>
 <comments>http://connect.educause.edu/display/47081#comments</comments>
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 <category domain="http://connect.educause.edu/tag/Teaching/140">Teaching</category>
 <category domain="http://connect.educause.edu/tag/EDUCAUSE+Quarterly+Articles/4932">EDUCAUSE Quarterly Articles</category>
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 <pubDate>Fri, 18 Jul 2008 13:27:59 -0500</pubDate>
 <dc:creator>ckeller</dc:creator>
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 <title>Games for Higher Education: 2008</title>
 <link>http://connect.educause.edu/display/46975</link>
 <description>&lt;p&gt;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&amp;#8217;s landmark &lt;em&gt;What Video Games Have to Teach Us about Learning and Literacy,&lt;/em&gt; 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.&lt;/p&gt;</description>
 <comments>http://connect.educause.edu/display/46975#comments</comments>
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 <category domain="http://connect.educause.edu/tag/Teaching+and+Learning/54">Teaching and Learning</category>
 <category domain="http://connect.educause.edu/tag/EDUCAUSE+Review+Articles/4933">EDUCAUSE Review Articles</category>
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 <pubDate>Thu, 26 Jun 2008 11:44:38 -0500</pubDate>
 <dc:creator>elilly</dc:creator>
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 <title>Envisioning the Educational Possibilities of User-Created Virtual Worlds</title>
 <link>http://connect.educause.edu/display/46709</link>
 <description>&lt;p&gt;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. &lt;/p&gt;</description>
 <comments>http://connect.educause.edu/display/46709#comments</comments>
 <category domain="http://connect.educause.edu/tag/AACE-Association+for+the+Advancement+of+Computing+in+Education/4719">AACE-Association for the Advancement of Computing in Education</category>
 <category domain="http://connect.educause.edu/tag/Games+and+Gaming/679">Games and Gaming</category>
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 <pubDate>Tue, 06 May 2008 12:03:10 -0500</pubDate>
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 <title>Emerging technologies for learning</title>
 <link>http://connect.educause.edu/display/46525</link>
 <description>&lt;p&gt;&#039;Emerging technologies for learning&#039; 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. &lt;/p&gt;</description>
 <comments>http://connect.educause.edu/display/46525#comments</comments>
 <category domain="http://connect.educause.edu/tag/BECTA/709">BECTA</category>
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 <pubDate>Wed, 02 Apr 2008 11:46:24 -0500</pubDate>
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 <title>Powerful But Not a Panacea: Virtual Worlds as a Tool for Situational Learning</title>
 <link>http://connect.educause.edu/display/46206</link>
 <description>&lt;p&gt;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.&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description>
 <comments>http://connect.educause.edu/display/46206#comments</comments>
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 <category domain="http://connect.educause.edu/tag/Presentations_Speeches/4984">Presentations/Speeches</category>
 <pubDate>Tue, 19 Feb 2008 11:28:40 -0600</pubDate>
 <dc:creator>ckeller</dc:creator>
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 <title>LITRE: Investigating the Effectiveness of Technology in Improving Student Learning</title>
 <link>http://connect.educause.edu/display/46132</link>
 <description>&lt;p&gt;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&#039;s evolution and three current projects: innovative learning environments using multiuser gaming; video, podcasts, and other technologies; and computer-based problem solving.&lt;/p&gt;</description>
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 <pubDate>Wed, 06 Feb 2008 12:07:27 -0600</pubDate>
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 <title>GameQuest: Creating an Education Game Program for Higher Ed</title>
 <link>http://connect.educause.edu/display/46084</link>
 <description>&lt;p&gt;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 &amp;quot;The Call to Adventure,&amp;quot; &amp;quot;The Road of Trials,&amp;quot; and &amp;quot;A Return to the Ordinary World.&amp;quot;&lt;/p&gt;</description>
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 <pubDate>Fri, 01 Feb 2008 13:00:52 -0600</pubDate>
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 <title>Internet Wellness Intervention for Women with Disabilities</title>
 <link>http://connect.educause.edu/display/46072</link>
 <description>&lt;p&gt;We are collaborating to create the Garden of Wellness, a web-based, interactive, &amp;quot;serious&amp;quot; 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.&lt;/p&gt;</description>
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