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- Student Engagement and Interaction (25)
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EDUCAUSE Library Items for Games and Gaming
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Multiple Realities and Multiple Dimensions for Teaching and Learning
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May 31, 2012
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A session at the Southeast Regional Conference
New developments in technology open doors for new environments and dimensions for teaching and learning. The number of educational institutions and programs using 3D virtual environments, such as S…
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CNI Podcast: Preserving Computer Games as Digital Objects
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January 12, 2012
The Preserving Virtual Worlds project is an on-going investigation into the preservation of computer games and interactive fiction . It is now entering its second phase, which focu…
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Reflections on Play, Pedagogy, and World of Warcraft
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September 22, 2010
Key Takeaways The video game World of Warcraft was the text studied, the laboratory, and the classroom for the online course "Warcraft: Culture, Gender, and Identity"…
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Simulation Technologies in Higher Education: Uses, Trends, and Implications
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February 9, 2010
This ECAR research bulletin focuses on the rapid growth in the use of simulation technologies in higher education and the implications this will have for information technology planning and poli…
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CyberCIEGE
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January 13, 2010
CyberCIEGE enhances cyber security education and training through an extensible resource management video game similar to SimCity™ and RollerCoaster Tycoon®. In the CyberCIEGE virtual world, p…
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ELI Podcast: Virtual Worlds as Naturally Occurring Online Learning Environments
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January 26, 2009
This hour-long podcast features a keynote address by Constance Steinkuehler , Assistant Professor, Educational Communication & Technology, University of Wisconsin-Madison. Her speech, &quo…
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Higher Education as Virtual Conversation
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September 15, 2008
© 2008 Sarah Robbins-Bell EDUCAUSE Review, vol. 43, no. 5 (September/October 2008) Higher Education as Virtual Conversation Sarah Robbins-Bell (“Intellagirl Tully”) Sarah R…
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Envisioning the Educational Possibilities of User-Created Virtual Worlds
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April 1, 2008
Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical a…
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Powerful But Not a Panacea: Virtual Worlds as a Tool for Situational Learning
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February 19, 2008
Once relegated to the fringes of the games industry, virtual worlds such as Second Life are now viewed as a promising instructional platform. College instructors use this emerging technology to t…
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E07 Podcast: An Interview with Ulrich Rauch, Director of Arts Instructional Support & IT at The University of British Columbia
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December 18, 2007
In this 21 minute podcast, we feature an interview with Ulrich Rauch , Director of Arts Instructional Support & Information Technology at The University of British Columbia. He has recentl…

















