This document discusses the use of games in higher education. It defines different types of games that can be used, including commercial games, educational games, simulations, and virtual worlds. Games provide benefits for higher education such as appealing to different learning styles and allowing trial and error. They can be used to facilitate understanding based on Bloom's Taxonomy and Wiggins' Facets of Understanding. However, integrating games does face challenges due to the culture of learning in higher education that does not always see a connection between fun and learning.
A keynote address by Dr. Cynthia Calongne or the International Conference on Media in Education (iCoME) 2023 on August 16, 2023, which appears August 17, 2023 by invitation of the College of Education at Wenzhou University, China. Many thanks to the Organizing Committee, Bert Kimura, and Curtis HO at TCC at the University of Hawai'i at Manoa. The session illustrates the Metaverse, how we teach and learn, and the transformation for online and campus education.
The gaming industry continues to drive new technologies. Some have education and commercial uses. Second Life® by Linden Lab provided a space in 2003 where users build whatever environment they want. Since then, many similar platforms have come and gone. Join us as we explore which ones we should use, and why.
Learning to Win: Digital Based Games in EducationNancy Konopka
Overview of digital based games in education including history, advantages, considerations for design and development, leading tools and open source options, bibliography
When the game becomes serious, what are the rights and responsibilities for and of the learners avatar: a presentation to \'Interactive Technologies and Games, (i<tag.) Nottingham Trent University, 26/27 Oct 2010. Lesley Scopes and John Woollard
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
Trip report: Games and Learning Conferences 2008Steve Vosloo
I presented at the 2008 Games, Learning and Society and ED-MEDIA conferences. In this presentation are broad themes related to digital game-based learning ...
A presentation for Enriching Scholarship 2008 about trends in virtual worlds and applications of Second Life to academic and professional productivity.
A keynote address by Dr. Cynthia Calongne or the International Conference on Media in Education (iCoME) 2023 on August 16, 2023, which appears August 17, 2023 by invitation of the College of Education at Wenzhou University, China. Many thanks to the Organizing Committee, Bert Kimura, and Curtis HO at TCC at the University of Hawai'i at Manoa. The session illustrates the Metaverse, how we teach and learn, and the transformation for online and campus education.
The gaming industry continues to drive new technologies. Some have education and commercial uses. Second Life® by Linden Lab provided a space in 2003 where users build whatever environment they want. Since then, many similar platforms have come and gone. Join us as we explore which ones we should use, and why.
Learning to Win: Digital Based Games in EducationNancy Konopka
Overview of digital based games in education including history, advantages, considerations for design and development, leading tools and open source options, bibliography
When the game becomes serious, what are the rights and responsibilities for and of the learners avatar: a presentation to \'Interactive Technologies and Games, (i<tag.) Nottingham Trent University, 26/27 Oct 2010. Lesley Scopes and John Woollard
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
Trip report: Games and Learning Conferences 2008Steve Vosloo
I presented at the 2008 Games, Learning and Society and ED-MEDIA conferences. In this presentation are broad themes related to digital game-based learning ...
A presentation for Enriching Scholarship 2008 about trends in virtual worlds and applications of Second Life to academic and professional productivity.
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Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
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Culture of Learning in Higher Ed
Learning <> Fun
Games = Fun
Therefore: Games <> Learning
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References and Resources
ARIS - http://arisgames.org/
Bloomfield, R. (2009). World of Bizcraft. Journal of Virtual Worlds Research, 2(3), 3 - 34.
de Lucia, A., Francese, R., Passero, I., &Tortora, G. (2008). Development and evaluation of a
virtual campus on Second Life: The case of SecondDMI. Computers & Education, 52(1).
Foster, A. L. (2007). Professor Avatar. The Chronicle of Higher Education, 54(4). Retrieved from
http://chronicle.com/weekly/v54/i04/04a02401.htm
Gee, J. P. (2013). The Anti-Education Era: Creating Smarter Students Through Digital Learning.
New York: New York: Palgrave Macmillan.
Horton, K., Davenport, E., Hall, H., & Rosenbaum, H. (2002). Internet simulations for teaching,
learning and research: An investigation of e-commerce interactions and practice in the Virtual
Economy. Education for Information, 20(3/4).
Hudson, K., &Degast-Kennedy, K. (2009). Canadian border simulation at Loyalist College.
Journal of Virtual Worlds Research, 2(1), 3 - 11.
Inman, C., Wright, V. H., & Hartman, J. A. (2010). Use of Second Life in K-12 and Higher
Education: A Review of Research. Journal of Interactive Online Learning, 9(1), 44 63.Kupperman, J., &Weisserman, G. (2005). Curriculum Games: An Online Character-Playing
Project as "Ironist Curriculum". Curriculum Games, 1 - 13.
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References and Resources
Liz Lawley
Lee, P. D. (2009). Using Second Life to Teach Operations
Management. Journal of Virtual Worlds Research, 2(1).
Just Press Play - https://play.rit.edu/
Andy Phelps - http://games.rit.edu/works-and-papers
Redistricting Game - http://redistrictinggame.org/
Savin-Baden, M., Gourlay, L., Tombs, C., Steils, N., Tombs, G.,
&Mawer, M. (2010). Situating Pedagogies, Positions and Practices
in Immersive Virtual Worlds. Educational Research 52(2), 123133.
Wiggins, G., &McTighe, J. (2006). Understanding by Design
(Second ed.). Upper Saddle River, NJ: Pearson Education, Inc.