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Building a Student Centered Classroom with Augmented Reality
Tim Frandy
This chapter looks at two ways augmented reality, piloted in courses at UW-Madison, that can be used in teaching ethnographic methods and in folklore instruction.
Traveler: A Digital Journal for Enhancing Learning and Retention in Field Trips
Lohren R Deeg
The sketching trip is a time honored architectural tradition rooted in field-based observation and recording. To learn from great examples of the constructed environment, and transmit those lessons to a project-based design studio, students are first asked to experience the spatial, social, and material dimensions and details of a place. The experiences gained by walking through cities and major sites is at the core of our educational approach. A dozen students enrolled in a field study follow their instructor around a corner and down a street, dutifully take photographs of a house designed by Frank Lloyd Wright, and then follow around a bend, up an avenue, and into a church yard to sketch a quaint and contemplative cloister. They’ll do this all day long, and, yes, they will be learning. It is a core foundation for formal architecture education and remains a memorable learning experience for generations of students.
Learning, Education and Games. Volume One
Sabrina Haskell, Kat Schrier, Liz Jasko, Paul Darvasi, PhD, Bruce Homer, David Simkins, Katrin Becker, Charlotte Weitze
This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).
Learning Education Games 2 Schrier etal web
Zhen ZENG
Learning, Education and Games. Volume Two: Bringing Games into Educational Contexts
Aaron Vanek, Kat Schrier, Matt D Nolin, Katherine Ponds, Jeremiah McCall, Zack Gilbert, Deborah Solomon, Jennifer Groff, Randy Kulman, Richard E Ferdig
This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).
Rethinking Gamification
Paolo Ruffino, Mathias Fuchs
It seems that gamification is now the keyword for a generation of social entrepreneurs and marketing experts, in perfect and timely combination with the re-evaluation of participatory practices (as also recorded in the art and cultural sector, see Bishop 2012) and the trends of quantification and self-governance (often categorised under the label of the Quantified Self movement). Thus, the question remains: Does gamification need to be rethought?
Experimenting with Locative Media Games and storytelling in Fine Arts.
Verónica Perales Blanco, Fred Adam
As teachers of art, we prepare our students to be artists in the 21st century while defining, along the way, what that might mean. This work takes place largely within our courses at the Fine Arts Department at the University of Murcia in Spain. Our courses make use of place, mobile technology, and the language of games to engage our students in new artistic modes. Some may see technology as something that distracts people from art, but artists are playing a key role in understanding, in a emotional and creative way, the potential for mobile technology in society. Specifically, this chapter describes our explorations with two significant affordances of the medium: (1) Geolocation—the ability to link place and media, and (2) distributed authorship—the common ability of many people to contribute to the creation of a single artifact or to remix existing content to fit their needs. We provide examples of student projects that model these affordances and demonstrate a merging of art and technology in order to begin to understand possibilities for art that intersects cinema, hypermedia, mobile, games, and public space. Much of our work builds on the concept of expanded cinema, as defined by Gene Youngblood in the early 1970s. He proposed the term to express his understanding that the traditional way of making cinema and its separation of the audience from the creator was over. Today, with this same understanding we use mobile technology and games, as well as other formats and genres, as means to ask students to approach broad themes of importance to the future of art and society. To expand cinema, we combine typical media formats, production, and performance. Additionally, we especially seek to take advantage of new formats like mobile games and the unique senses and aspects of the world—like public space, smell, sound, and/or energy—that these new media open up. We aim to create cinematic moments in the first person and first place across a variety of digital and analog formats. It is important to clarify that the projects we mention here are not finished creations. We are interested in the process of opening minds to new ways of thinking about art with digital media 124 and mobile. We consider these designs as ephemeral moments of creativity. They stay alive in the minds of students during their long and hard journey to the world of corporations and markets.
Journal of Research on Technology in Education
Fifth Graders as App Designers
2013 •
James Basham, Matthew T Marino
Conference Proceedings. The Future of Education. 6th Edition
Libreriauniversitaria.it Edizioni
Lecturers, teachers, researchers and experts in the field of education as well as coordinators of education and training projects from all over the world came together in the sixth edition of the International Conference “The Future of Education” which will take place in Florence, Italy, on 30 June – 1 July 2016 to share findings, expertise and experience about innovative teaching and learning methodologies. This volume is a collection of the papers presented at the Conference, whose aim is to promote transnational cooperation and share good practice in the field of innovation for education.
Proceedings of the Games+Learning+Society Conference: Vol. 4
Proceedings of the Games+Learning+Society Conference: Vol. 4.
Caroline "Caro" Williams, Amanda Ochsner, Jeremy Dietmeier