The document discusses how online games can be used for learning. It argues that games facilitate the development of 21st century skills like problem-solving, decision-making, teamwork and communication. Specifically, social play in games is good for learning as people often learn without meaning to in social contexts. While games are often played for fun, they provide opportunities for informal learning of important skills. The document suggests online games and virtual worlds could become mainstream platforms for learning.
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
Global Kids' Games as Youth Media: A Six Year ReviewGlobal Kids
This is the powerpoint presented by Barry Joseph at the June, 2008 Games 4 Change conference. It is nominally the six year history of Global Kids gaming programs but is situated within the broader social and political climate regarding games and learning. It is a work in development and comments and feedback would be greatly appreciated. When G4C releases the video from the event the audio will be stripped and added to this slideshare so one can listen to the presentation while flipped through the slides. Feel free to download and use for your own purposes but if you decide to mod it please reference Global Kids as the original source and let us know what sort of changes you made here.
Oh, and sorry none of the videos come through and leave just blank spaces.
http://p4k.globalkids.org
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
Global Kids' Games as Youth Media: A Six Year ReviewGlobal Kids
This is the powerpoint presented by Barry Joseph at the June, 2008 Games 4 Change conference. It is nominally the six year history of Global Kids gaming programs but is situated within the broader social and political climate regarding games and learning. It is a work in development and comments and feedback would be greatly appreciated. When G4C releases the video from the event the audio will be stripped and added to this slideshare so one can listen to the presentation while flipped through the slides. Feel free to download and use for your own purposes but if you decide to mod it please reference Global Kids as the original source and let us know what sort of changes you made here.
Oh, and sorry none of the videos come through and leave just blank spaces.
http://p4k.globalkids.org
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
Video Games The Learning Revolution Tesol FrancePaul Maglione
For years, videogames have been demonstrating in practice what brain-based learning studies are concluding in theory. The potential for applying these principles to English Language Teaching is considerable.
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
Video Games The Learning Revolution Tesol FrancePaul Maglione
For years, videogames have been demonstrating in practice what brain-based learning studies are concluding in theory. The potential for applying these principles to English Language Teaching is considerable.
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
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.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
18. We most
often learn
without
meaning to…
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
19. Social play is
particularly
good for
learning…
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
20. Even single
player games
are often
played
cooperatively
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
21. Because
games have
always been
primarily
social…
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
22. Can games
help us develop
so-called 21st
century skills? Soft skills, emotional
intelligence, enterprise skills
Problem-solving, decision-
making, team-work,
communication,
collaboration, managing self,
information literacy, relating
to others
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
23. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
24. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
25. Dede’s critical skills
How can
online games Manage information
facilitate 21st
century skill Comfort with diversity
development? Thrive on chaos
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
26. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
27. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
28. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
29. Will online games/virtual
worlds become
mainstream activities?
To ponder… Will we all inhabit a variety
of worlds?
Might our educational
system develop an
appreciation for informal,
collateral learning?
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
30. Galarneau, Lisa and Melanie Zibit. (In
Press)
The future is written in the present: Online
Much, much games for 21st century competency. In
more in Games and simulations in online learning:
Research and development frameworks.
forthcoming David Gibson, Clark Aldrich, Marc Prensky
(Eds.)
book chapter!
Draft available at:
http://lisa.socialstudygames.com/
Galarneau_Zibit_OnlineGames.pdf
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
31. QUESTIONS?
Vintage Images from Tales of Future Past: http://davidszondy.com
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning