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Contents contributed and discussions participated by Susan D

Susan D

Alan Gershenfeld: Game-Based Learning: Hype Vs. Reality - 5 views

  • I'm calling for investments in educational technology that will help create ... educational software that is as compelling as the best video game. I want you guys to be stuck on a video game that's teaching you something other just blowing something up.
  • Perceptions of video games are definitely changing.
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    This page talks about the changing of video games and how it is evolving to fit our needs. It tells us how video games are good for learning and helps us understand more without as much difficulty. GBM has the potential to make a massive learning and social impact, but the problem is that it is not being realized.
Susan D

IGI Global: International Journal of Game-Based Learning (IJGBL) (2155-6849)(2155-6857)... - 2 views

shared by Susan D on 14 Mar 12 - No Cached
  • The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning.
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    This talks about IJGBL, a study completely devoted to understanding GBM and promote its design and future. They hope to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. This provides students, researchers, instructors, and policymakers with valuable information in GBM and increases their understanding in designing, developing, and deploying successful educational games.
Susan D

Game Based Learning - 0 views

  • . Computing technology has become widespread and is an accepted part of life now. In line with this computing culture, digital games and its metaphors are joining mainstream culture - this influence is widely felt and seen in arts, media, and our daily lives
  • tremendous learning value that games embody
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    This talks about GBM and how it affects our minds and has an impact on our lives. It also talks about the expectations our future is going to and how many vast versions there are of GBM such as avatar, the environment, game play, competition, and others.
Susan D

Game-Based Learning: How to Delight and Instruct in the 21st Century (EDUCAUSE Review) ... - 0 views

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    This topic is detailing on how video games are addicting, and one of the ways to learn from them is to bring about a game that is addicting, but also ignites learning. Among this bookmark is lots of questions and answers from educated professionals that explains new dimensions of learning and new transitions our mind is making in different ways.
Susan D

simSchool - About - 1 views

  • simSchool is a classroom simulation that supports the rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learner needs, gathering data about the impacts of instruction, and seeing the results of their teaching.
  • improvement in general teaching skill improved confidence in using technology increased belief that the teacher has the skills and ability to make a difference in a child's life improvement in pre-service teachers' performance in teacher preparation courses and attitudes toward inclusion of special needs students significant positive impact on the mastery of deeper learning capacities that comprise the readiness to teach increased "staying power" on the path to the field of teaching acquired through rapid development of strong self-efficacy and resilience
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    simSchool is a simulated classroom that supports rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learning needs, gathering data about the impacts of instruction, and seeing the results of their teaching. This is a place where instructors can explore instructional strategies, examine classroom management techniques, and practice building relationships with students that will translate into increased learning. The results are highlighted below and are proved to be real and measurable.
Susan D

SciEthics Interactive - Dr. Larysa Nadolny - 0 views

  • This National Science Foundation/Hewlett Packard funded project is designed to create virtual simulations with a science and ethics focus.
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    SciEthics is a funded project designed to create virtual simulations with science and ethics focus. Upper level undergraduate and graduate students will be able to experience real-world situations in the safety of a virtual environment with groups from higher education institutes around the world.
Susan D

Video Game Aims to Train Adults to Overcome Critical Decision-Making Biases - Universit... - 0 views

  • A University at Albany research team is developing a computer game to train people to recognize cognitive biases they routinely use when confronted with incomplete information or operating under time pressure. Such biases can lead to bad decisions in critical matters, including national security.
  • a non-commercial video game to help players recognize their biases and learn not to depend on decision-making shortcuts when processing and assessing information.
  • "Our aim ultimately is to have people not only learn about these biases but to begin to think differently when they are faced with a decision and do not have all the information and all the time they want.
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    This is about a University of Albany research team developing a game that trains people to view the negative aspects of their decision-making processes when confronted with incomplete information and operating under time pressure.
Susan D

3D GameLab Guildsite - Let the journey begin! - 0 views

  • 3D GameLab is a personalized learning platform that uses quest-based learning and game mechanics (experience points, ranks, rewards, badges) to level up through learning
  • categories that the teacher can create
  • student progress through standards and
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    This lab allows classes to learn through gaming. The classroom becomes the game by personalized learning by using quest-based learning and game mechanics. The students can progress through standards and categories the teacher can create. The 3D GameLab is currently closed, but it will kick off in an online spring camp for teachers and instructional designers that provides the tools and training to turn the classroom into a living game. Up to 60 students are allowed to play their way through the curriculum.
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