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EDUCAUSE Library Items for Games and Gaming
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Recommended Reading: Gamers Go to College
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January 1, 2007
Recommended Reading Gamers Go to College Craig Westman and Penny Bouman American Association of Collegiate Registrars and Admissions Officers, 2006 $50 (me…
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Get Real-Games for Learning
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January 23, 2007
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A session at the ELI Annual Meeting 2007
Learning occurs by thinking out loud, as well as by presenting results. ELI will experiment with Learning Circles which are collaborative sessions in which a member discusses the next big…
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More Than Just a Game
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January 23, 2007
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A session at the ELI Annual Meeting 2007
Learning occurs by thinking out loud, as well as by presenting results. ELI will experiment with Learning Circles which are collaborative sessions in which a member discusses the next big…
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While You Were Out: How Students Are Transforming the World of Information and What It Means for Publishing
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January 24, 2007
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A session at the ELI Annual Meeting 2007
Students have been quietly revolutionizing the discovery and use of information, forcing scholarly publishers to confront some fundamental assumptions about their work. This presentation will discu…
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The 2007 Horizon Report: Six Technologies to Watch
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January 22, 2007
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A session at the ELI Annual Meeting 2007
The annual Horizon Report , a joint publication of the New Media Consortium (NMC) and the EDUCAUSE Learning Initiative (ELI), highlights new technologies for teaching, learning, and creative exp…
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Emerging Educational Technologies and Neomillennial Learning Styles
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January 23, 2007
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A session at the ELI Annual Meeting 2007
Emerging digital media are shaping users' motivations, attributes, and social patterns into types of learning styles quite different from those based on sensory, personality, or intelligence f…
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2007 Horizon Report
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January 1, 2007
The 2007 Horizon Report looks at six selected areas--"User-Created Content," "Social Networking," "Mobile Phones," "Virtual Worlds," "New Scholarship …
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Team Building in Virtual Worlds
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January 18, 2007
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A session at the EDUCAUSE Mid-Atlantic Regional Conference 2007
The use of virtual worlds provides a means for educators to bring a simulated real-world experience to the classroom. This case study will explore how undergraduates were able to go beyond the conf…
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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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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…

















