Games and Gaming, Presented at ELI Meetings
Virtual Learning Environments in 3D
| 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. | | View this resource: | |
Get Real-Games for Learning
| Title: | Get Real-Games for Learning (ID: ELI07153) | | Author(s): | Kathleen Christoph (University of Wisconsin-Madison) | | Origin: | Presented at ELI Meetings (01/23/2007) | | Type: | Presentations/Speeches | | Abstract: | Learning occurs by "thinking out loud," as well as by presenting results. ELI will experiment with "Learning Circles" which are collaborative sessions in which a member discusses the "next big thing" they plan to pursue and seeks feedback from the participants. This group exploration also allows you to think about implications for your campus. Framing question for this learning circle: What can we do to jump-start game-based learning on our campuses? ELI and others have convinced us of the potential of learning through games. What can we do to jump-start this new type of learning on our campuses? The technology is expensive, and some faculty and administrators may think it a folly. How can we design programs that will effectively promote learning through games? | | View this resource: | |
More Than Just a Game
| Title: | More Than Just a Game (ID: ELI07156) | | Author(s): | Bryan Alexander (National Institute for Technology and Liberal Education (NITLE)) | | Origin: | Presented at ELI Meetings (01/23/2007) | | Type: | Presentations/Speeches | | Abstract: | Learning occurs by "thinking out loud," as well as by presenting results. ELI will experiment with "Learning Circles" which are collaborative sessions in which a member discusses the "next big thing" they plan to pursue and seeks feedback from the participants. This group exploration also allows you to think about implications for your campus. Framing question for this learning circle: How can we learn, select, and apply lessons from computer gaming to teaching and learning with technology? Computer gaming has emerged recently as one of the world's largest and most dynamic cultural forms. Games often present large amounts of information, and increasingly win wide, even deep, engagement from users. What are the pedagogical lessons here? How can we best follow this enormously complex world, winnow out the academically applicable aspects, and realistically apply such principles and practices to our campuses? Does gaming belong to higher education's curricula, and, if so, where? This session, like the topic, aims to engage a variety of audiences. | | View this resource: | |
Emerging Educational Technologies and Neomillennial Learning Styles
| 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. | | View this resource: | |
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