UWB Learning Technologies


Posts Tagged ‘games’

A Learning Theory for 21st-Century Students

Tuesday, April 21st, 2009

A Learning Theory for 21st-Century Students
Marie Sontag

The affordances of today’s digital technologies have significantly changed the way students learn. Arguing that current learning theories have failed to address this new reality, Marie Sontag proposes a new theory, social-connectedness and cognitive-connectedness schemata (SCCS) theory, that integrates key elements of other theories with gaming elements in a structure designed to facilitate engagement of students’ social- and cognitive-connectedness schemata. The results of a pilot study using an instructional design model based on SCCS theory showed that students learning in an environment shaped according to these principles developed higher levels of expertise and greater learning transfer.

Link: http://innovateonline.info/index.php?view=article&id=524&action=article
Note: a free subscription may be required to view this resource.

7 Things You Should Know About Alternate Reality Games

Thursday, January 15th, 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 messages, movies, television programs, or printed materials. ARGs are not computer or video games, but electronic devices are frequently used to access clues. Players can meet and talk with characters in the narrative and use resources like postal mail, e-mail, the web, or the public library to find hints, clues, and various pieces of the puzzle. ARGs open doors into the future of students’ professional lives, where they will be expected to solve complex problems by taking necessary raw materials from multiple resources, thinking critically and analytically, and putting their individual skills, interests, and abilities at the disposal of a group dedicated to a common goal.

Link: http://www.educause.edu/node/163614

Professors Use Game-Show Format to Help Students Review for Exams

Wednesday, November 12th, 2008

Professors Use Game-Show Format to Help Students Review for Exams
Jeffrey Young

Professors at various community colleges have found that using technologies and software that stimulates game shows in the classroom appears to improve student motivation and participation, given that there are proper incentives. Some of the technological tools being used are: electronic buzzers, Gameshow Prep, and the Angel course-management system.

Link: http://chronicle.com/wiredcampus/article/3408/professors-use-game-show-format-to-help-students-review-for-exams

7 Things You Should Know About Wii

Tuesday, July 22nd, 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 controller has captured the interest of academic researchers and hackers, who have used the technology to create applications such as a collaborative choreography tool and an inexpensive, interactive whiteboard. Wii technology is used as an input device in virtual worlds and as a training tool that allows learners to perform physical tasks in a digital, risk-free environment.

Link: http://www.educause.edu/node/163116

7 Things You Should Know About Second Life

Sunday, July 20th, 2008

Second Life is a virtual world with tens of millions of square meters of virtual lands, more than 13 million “residents,” and a thriving economy. Large numbers of colleges and universities—or, in some cases, individual departments or faculty—are active in Second Life, not only for academic purposes but also for campus visits, recruiting activities for prospective students, and fundraising. Second Life lets educators easily build and modify learning spaces to test how different strategies for a physical space affect learning, and a similar approach can be taken toward educational activities in those spaces.

Link: http://www.educause.edu/node/163004