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EDUCAUSE Library Items for Games and Gaming
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If You Badge It, Will They Engage? Gamification Principles in Online Courses
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February 5, 2013
Motivation (and the associated engagement) in online classes is both the linchpin to success and arguably the most difficult element to inspire in students. The principles of gaming offer clues t…
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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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Creating an Online Global Health Course and Game
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December 15, 2011
Key Takeaways Global public health as a course domain topic suits the various pedagogical methods and technologies commonly used for online learning . The data-ri…
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Games in Education: Realizing Opportunities and Overcoming Obstacles
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December 5, 2011
The potential for games to augment traditional education and create entirely new learning opportunities is seemingly endless. But along with its new opportunities, educational gaming also …
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Designing Games That Teach and Assess Learning Outcomes
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February 15, 2012
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A session at the EDUCAUSE Learning Initiative 2012 Annual Meeting
Games have a high potential for learning. Games can also assess learning outcomes. How can this potential be realized? We report on a method developed by the Games for Learning Institute (G4LI) to …
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Building a Collaborative Online Literary Experience
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September 27, 2011
Key Takeaways Educators and students collaborated in constructing an immersive literary experience at the University of Richmond and then reenacted the narrative as a team. Co…
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A Campus-Based Alternate Reality Game (Pilot Program/Emerging Technology)
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February 14, 2011
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A session at the ELI Annual Meeting 2011
Alternate reality games merge the real world with the online world and game characters with game players. In spring 2010, UNC–Chapel Hill conducted its first ARG, designed to help undergraduates …
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Games: The Best Way to Learn. Period.
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October 14, 2010
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A session at the EDUCAUSE 2010 Annual Conference
In an age of distraction, information overload, and disengagement, traditional methods of conveying information to students are increasingly ineffective. In this session, we argue that games—with…
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Workshop 05A - The Role of Play in Learning with Technology PLEASE NOTE: Separate registration and fee is required to attend this workshop.
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January 20, 2009
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A session at the ELI Annual Meeting 2009
From Plato and Piaget to the current day, scholars have noted the critical role of play in learning, yet the concept of playful learning still encounters significant resistance in higher education.…
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The Anatomy of a Course Designed Like a Video Game
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October 31, 2008
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A session at the EDUCAUSE 2008 Annual Conference
As vehicles for learning and development, online courses and computer-based video games share many of the same structural elements. This presentation will analyze an online course taught at UMass B…


















