Games and Gaming, Presented at ELI Meetings

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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GameQuest: Creating an Education Game Program for Higher Ed

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Title:GameQuest: Creating an Education Game Program for Higher Ed (ID: ELI08171)
Author(s):Steve Ackerman (University of Wisconsin-Madison), Kathleen Christoph (University of Wisconsin-Madison), and Christine Lupton (University of Wisconsin-Madison)
Origin:Presented at ELI Meetings (01/28/2008)
Type:Presentations/Speeches
Abstract:

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 "The Call to Adventure," "The Road of Trials," and "A Return to the Ordinary World."

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Internet Wellness Intervention for Women with Disabilities

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Title:Internet Wellness Intervention for Women with Disabilities (ID: ELI08120)
Author(s):Thomas M. Nosek (Case Western Reserve University) and Margaret A. Nosek (Baylor College of Medicine)
Origin:Presented at ELI Meetings (01/28/2008)
Type:Presentations/Speeches
Abstract:

We are collaborating to create the Garden of Wellness, a web-based, interactive, "serious" 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.

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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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Generation G and the 21st Century

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Title:Generation G and the 21st Century (ID: ELI07202)
Author(s):Richard Van Eck (University of North Dakota)
Origin:Presented at ELI Meetings (03/27/2007)
Type:Presentations/Speeches
Abstract:

The growing use of games in learning may signal a new pedagogical approach to educating the millennial generation. We'll examine the theory behind the effectiveness of games; what the past can teach us about if, how, and when to implement digital game-based learning; and what this will mean for schools.

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Cognition, Learning, and Literacy in Virtual Worlds

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Title:Cognition, Learning, and Literacy in Virtual Worlds (ID: ELI07205)
Author(s):Constance Steinkuehler (University of Wisconsin-Madison)
Origin:Presented at ELI Meetings (03/28/2007)
Type:Presentations/Speeches
Abstract:

This presentation will detail 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.

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Virtual Learning Environments in 3D

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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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Student Cameo 1 - Using Adaptive Interactive Narrative to Guide Discovery Learning

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Title:Student Cameo 1 - Using Adaptive Interactive Narrative to Guide Discovery Learning (ID: ELI07209)
Author(s):Jim Thomas (North Carolina State University)
Origin:Presented at ELI Meetings (03/27/2007)
Type:Presentations/Speeches
Abstract:
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Student Cameo 3 - Online Time Consuming Real Time

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Title:Student Cameo 3 - Online Time Consuming Real Time (ID: ELI07211)
Author(s):Whil Piavis (North Carolina State University)
Origin:Presented at ELI Meetings (03/28/2007)
Type:Presentations/Speeches
Abstract:
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ECON201: An Online Game for College Credit

Added by the EDUCAUSE Librarian
Title:ECON201: An Online Game for College Credit (ID: ELI07215)
Author(s):Jeffrey K. Sarbaum (University of North Carolina at Greensboro)
Origin:Presented at ELI Meetings (03/27/2007)
Type:Presentations/Speeches
Abstract:ECON201 is an online college course with 3D-like graphics and a complex story that teaches microeconomics through game play. Students lead a group of aliens who crash on a postapocalyptic Earth and must survive. A well-designed game is highly motivating and can employ many characteristics of effective pedagogy.
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Get Real-Games for Learning

Added by the EDUCAUSE Librarian
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?

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More Than Just a Game

Added by the EDUCAUSE Librarian
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.

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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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While You Were Out: How Students Are Transforming the World of Information and What It Means for Publishing

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Title:While You Were Out: How Students Are Transforming the World of Information and What It Means for Publishing (ID: ELI07107)
Author(s):Kate Wittenberg (Columbia University)
Origin:Presented at ELI Meetings (01/24/2007)
Type:Presentations/Speeches
Abstract:Students have been quietly revolutionizing the discovery and use of information, forcing scholarly publishers to confront some fundamental assumptions about their work. This presentation will discuss the partnerships that publishers must create with online game developers and search engines, among others, in order to keep pace with the next generation of users.
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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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