Fitz:IS-2009

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(Lit Review)
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Federation of American Scientists, Summit on Educational Games: [http://fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf Harnessing the power of video games for learning (PDF)]<br />
Federation of American Scientists, Summit on Educational Games: [http://fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf Harnessing the power of video games for learning (PDF)]<br />
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* A lot of theory on what needs to be present in an educational game.
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* From the paper:
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The Summit focused on answering four questions:
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    * What aspects of learning are most amenable to new approaches offered by games?
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    * What kinds of research are needed to identify features of gaming that
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      can be effective in education and training?
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    * What makes the education market so difficult for innovative commercial developers?
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    * What kinds of changes in instructional practices and management of educational
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      institutions are needed to take advantage of the power games could bring to teaching and learning?
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* Popular topics within this paper include: the need to be able to teach higher-order skills, goal-oriented learning, challenge, quick feedback, engaging, scaffolding.
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<br />
Linden Labs: [http://sl-educationblog.com/ SL Education Blog]<br />
Linden Labs: [http://sl-educationblog.com/ SL Education Blog]<br />

Revision as of 14:35, 10 March 2009

Lit Review

Gough, Noel: Teaching in the (Crash) zone: manifesting cultural studies in science education (PDF)

Lathrop, Scott and Murphy, Tom: High Performance Computing Education (PDF)

Livingstone, Daniel and Kemp, Jeremy: Proceedings of the Second Life Education Workshop 2007 (PDF)

Livingstone, Daniel and Kemp, Jeremy: Proceedings of the Second Life Education Workshop 2006 (PDF)

Federation of American Scientists, Summit on Educational Games: Harnessing the power of video games for learning (PDF)

The Summit focused on answering four questions:
   * What aspects of learning are most amenable to new approaches offered by games?
   * What kinds of research are needed to identify features of gaming that
     can be effective in education and training?
   * What makes the education market so difficult for innovative commercial developers?
   * What kinds of changes in instructional practices and management of educational 
     institutions are needed to take advantage of the power games could bring to teaching and learning?


Linden Labs: SL Education Blog


Maharg, Paul and Owen, Martin: Simulations, Learning and the Metaverse: Changing Cultures in Legal Education

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