50 Awesome Videos for Gaming Teachers - Online Universities - 0 views
Cool Stuff a higher place - 0 views
Games+Learning+Society 2013 group notes - 0 views
Games in Learning Alliance - 2 views
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GALA aims to shape the scientific community and build a European Virtual Research Centre aimed at gathering, integrating, harmonizing and coordinating research on SGs and disseminating knowledge, best practices and tools as a reference point at an international level. The other key focuses of the project are: the support to deployment in the actual educational and training settings; the fostering of innovation and knowledge transfer through research-business dialogue; the development high-quality didactics on SG by promoting and supporting courses at Master and PhD level.
Minecraft in Schools Wiki - 0 views
AVOID THESE GAMIFICATION PITFALLS - Learnnovators - 0 views
Sources And Methods: The 5 Myths Of Game-based Learning (A Report From The Classroom) - 0 views
P2PU | ARG Academy - 2 views
Video Games and the Future of Learning - 1 views
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Most educators are dismissive of video games. But corporations, the government, and the military have already recognized and harnessed their tremendous educative power. Schools have to catch up, the authors argue. Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). WCER Working Paper No. 2005-4.
Why Education Should Embrace Games - 1 views
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Jane McGonigal spoke about games and education at EDUCAUSE 2013 in Anaheim, Calif., and gave a famous Ted Talk three years ago. Ted Talk 2010 video ANAHEIM, Calif. - Video games may sound more recreational than educational, but experts believe that games will play a greater role in student engagement in years to come.
From Content to Context: Videogames as Designed Experience - 0 views
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Abstract: Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a designed experience. Players' understandings are developed through cycles of performance within the gameworlds, which instantiate particular theories of the world (ideological worlds). Players develop new identities both through game play and through the gaming communities in which these identities are enacted. Thus research that examines game-based learning needs to account for both kinds of interactions within the game-world and in broader social contexts. Examples from curriculum developed for Civilization III and Supercharged! show how games can communicate powerful ideas and open new identity trajectories for learners.
eSchool News: How mainstream video games are being used as teaching tools - 1 views
eSchool News: How to engage girls with gaming - 0 views
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