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Alyssa Deaton

Unexpected Learning Opportunities Through Games | Grand Canyon University - 2 views

  • When a student can be so engaged and motivated, this type of learning tool becomes an important part of the curriculum. Clegg (1991) pointed out the most important predictor of learning is the instructional context and not necessarily the actual game, but the collaborative and cooperative learning built into the overall experience, offering an engaging environment for information assimilation.
  • Games create competitive and collaborative situations making learning fun and engaging; meeting the many needs of the students (Weiss & Loebbeck, 2008). During the early grades, teachers spend up to eight hours with their students each day; they could utilize the interactive and social aspects in games in order to realize additional learning in the classroom and use it to support other subjects (Klopfer, Osterweil, & Salen, 2009).
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    An article about the benefits of games in the classroom. Provides statistics and examples on how effective they are. Search Criteria-Bing: Learning through games research
mary gnozzio

Effects of Violent Video Games On Agressive Behavior, Agressive Cognition, Agressive Af... - 1 views

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    This pdf shows a more specific study done on effect of video games and aggression. It also shows that it not only increases aggressive behavior but also aggressive thoughts. School violence is becoming a problem so it is important to understand things such as video games impact on children's aggression because it can help us better prevent classroom violence.
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    This pdf shows a more specific study done on the effect of video games and aggression. It also shows that it not only increases aggressive behavior but also aggressive thoughts.
Claire Kotler

Video Games Affect the Brain-for Better and Worse - Dana Foundation - 0 views

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    This article outlines the debate on wether video games are good or bad for the brain. It includes research on positive effects and negative effects on people's brains. It also includes five aspects of video games that affect the players long term influences.   
Catherine Barrack

Why YA in the Classroom | The Hub - 0 views

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    "Last month a teacher in South Carolina was suspended for reading aloud a passage from Orson Scott Card's Ender's Game, a YA science fiction book considered by many a classic "
Chris Ruether

Social Media in Higher Education: A Literature Review and Research Directions | Charles... - 0 views

  • Given this insight
  • SMTs are reshaping theway students communicate
  • They utilize wall posts, event notifications, and tweets to inform students about upcoming
  • ...7 more annotations...
  • events and
  • activities, athletic games and competitions, deadlines, reminders, general college
  • These young media consumers are more connected than
  • emergencies. The use of social media in recruitment, marketing, or managing the college’s brand
  • image (mostly through one-way communication) was the next most frequent purpose listed.
  • announcements, school closings due to inclement weather or other reasons, alerts, and
  • any previous generation, and they have an expectation to remain that way in all aspects of their lives (Prensky, 2005).
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    This article indicates the increased usage by universities and other higher education institutes of social media. It seems to imply that the more integrated a teacher is with social media such as Facebook and YouTube in the class room the better the students respond.
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