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ELI provides a variety of member resources from white papers, to briefs and the always popular 7 Things You Should Know About…™ series as well as podcasts, videos and online event archives to keep you well-informed of emerging trends. 

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7 Things You Should Read About Gamification/Game Principles in Instruction
July 1, 2014

Gamification or the application of game principles in instruction refers to the integration of organizational principles and reward structures of games and play to motivate learning in formal…

Septris and SICKO: Implementing and Using Learning Analytics and Gamification in Medical Education
March 11, 2014

In recent years, the video game industry has become the leading form of entertainment in terms of global total revenue. More than half of Americans play video games, with an average of two gamers…

7 Things You Should Know About Games and Learning
March 11, 2014

Educators have long understood that the interactive dynamic of games has the potential to benefit teaching and learning , and recent years have seen considerable activity surrounding the u…

7 Things You Should Know About Gamification
August 10, 2011

Gamification is the application of game elements in non-gaming situations , often to motivate or influence behavior. The rewards or the spirit of competition can spur students’ concentratio…

7 Things You Should Know About Alternate Reality Games
January 14, 2009

Alternate reality games (ARGs) weave together real-world artifacts with clues and puzzles hidden virtually any place, such as websites, libraries, museums, stores, signs, recorded telephone messa…

7 Things You Should Know About Wii
July 21, 2008

The Wii is a video game system that uses a wireless controller capable of sensing position and motion, allowing users to interact with the game applications through physical movements. The contro…

Simulations, Games, and Learning
January 1, 2006

Exploring games and education is inherently controversial. Even the name implies games don't involve work. However, today's games are complex, require collaboration and strenuous time c…

ELI Innovations & Implementations—SciFair: Game Worlds for Learning
January 1, 2006

Cornell's SciCentr is an online museum of virtual worlds that engages young people in science, technology, engineering, and mathematics. Its SciFair program helps students build virtual worlds…

ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation
January 1, 2006

Primarily developed by Australia's University of Adelaide and University of Technology, Sydney, the Mekong e-Sim is an online learning environment that immerses students in the complexities of…

The Next Generation of Educational Engagement
January 1, 2004

Games are no longer just for fun; they offer potentially powerful learning environments. Today's students have grown up with computer games. In addition, their constant exposure to the Interne…