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- Games and Gaming [x]
- Teaching and Learning [x]
- Student Engagement and Interaction (19)
- Learning (8)
- Learners (6)
- Instructional Technologies (4)
- Teaching (4)
- E-Learning (3)
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EDUCAUSE Library Items for Games and Gaming
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Cultivating Change in the Academy: 50+ Stories from the Digital Frontlines at the University of Minnesota in 2012
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July 9, 2012
Cultivating Change is an eBook designed to stimulate discussion about what’s possible as well as generate new vision and academic technology direction. It serves as a means for faculty, ins…
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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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Do Serious Games Work? Results from Three Studies
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December 1, 2009
The following study may help answer some of the questions now surrounding serious games—or games whose primary purpose is something other than entertainment, such as military training, educati…
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The Effectiveness of a Web-based Board Game for Teaching Undergraduate Students Information Literacy Concepts and Skills
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October 3, 2008
To teach incoming undergraduate students information literacy skills, a research team at the University of Michigan School of Information developed the Defense of Hidgeon , a web-based board g…
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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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Second Life: It's not a game
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January 1, 2007
"Fortune's David Kirkpatrick reports on why IBM's Sam Palmisano and other tech leaders think Second Life could be a gold mine." &qu…
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Scavenger Hunt Enhances Students' Utilization of Blackboard
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January 1, 2006
Distance education courses present some unique challenges for both students and instructors. One of the first challenges students experience occurs when they try to navigate through the technology…
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Are Video Games Evil?
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January 1, 2006
"The important thing to find out about video games isn't whether they are teachers. The question is . . . what do they teach?" "The…
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Student Induction through Digital Game-based Learning Environments
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January 1, 2006
Student retention within Universities is becoming more important as the Government is targeting 50 percent of 18 to 30 year olds to experience higher education before 2010 in the UK. The need to …
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Games, Cookies, and the Future of Education
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January 1, 2005
FAS President Henry Kelly explains how games, simulations, and other information technologies can revolutionize and personalize education. FAS Presiden…

















