Gaming/Virtual Environments

Situated Assessments Using Virtual Environments : The SAVE Science Project

Presenter(s): 
Uma Natarajan
Diane Jass Ketelhut
Catherine Schifter
Brian Nelson
Angela Shelton
Contact Info: 
Year: 
2010
Month: 
December
Target Audience: 
Presentation Type: 

This is the final poster that was presented at the PI conference in Washington, DC. it was part of the DRK 12 Sims & Games session proposal of 12 posters.

Multimedia Design Process: How to Make the Bad Stuff Good

Day: 
Thu

Participants will learn how designers work through early versions of games to arrive at final products. As part of the workshop, participants will review and critique early prototypes of work in progress to the final version.

Date/Time: 
2:00 pm to 4:00 pm
Session Type: 
Product Feedback Session

As educators, you may be skilled at identifying a really good educational product. You can review an educational game and, based on observation and testing (or your own developed intuition), you can know if it is effective and engaging. The more difficult task includes learning how to develop a multimedia product—reviewing early prototypes of a game or animation, and changing it many times so that it meets the learning goals while also engaging potential students. This process often involves dumping many unsuccessful attempts as well as starting over.

Interactive Visualizations, Simulations, and Games for Science and Math Learning: Comparing Goals, Affordances, and Challenges across Approaches

Day: 
Thu

This interactive poster session brings together 12 projects using a range of interactive computer technologies to compare goals, affordances, and challenges across approaches.

Date/Time: 
2:00 pm to 4:00 pm
Session Type: 
Structured Poster Session

This interactive poster session brings together 12 projects using a range of interactive computer technologies to improve science and math learning. The approaches range from interactive simulations to fully-immersive, multi-player games. In addition to increasing communication and collaboration among these researchers, a key goal of this session is to discuss what drives the wide range in approaches to using interactive technologies.

Gaming to Learn

Day: 
Thu

Four NSF-funded gaming project leaders will discuss pedagogical strategies and issues related to designing and implementing STEM educational games.          

Date/Time: 
10:00 am to 12:00 pm
Session Type: 
Panel
Session Materials: 

In this session, panelists from five NSF-funded gaming projects will discuss ways in which digital game-based learning can enable learner-led exploration, taking games beyond the "quiz" model many educators still think of.

References: 

Csikszentmihalyi, Mihaly. (1990). Flow: The Psychology of Optimal Experience. HarperCollins. 

Powers, William T. (1973). Behavior: The Control of Perception. Chicago: Aldine.

Resources mentioned during the presentation:

SURGE: Connecting students' intuitive understandings about kinematics and Newtonian mechanics into explicit formalized frameworks (Clark)

Presenter(s): 
Douglas Clark
Year: 
2009
Presentation Type: 

Assessing the Learning in Cyberlearning: Supporting Teachers with Technology- Embedded Assessment
Kimberle Koile and Paul Horwitz, Concord Consortium; Doug Clark,Vanderbilt University; Diane Jass Ketelhut, Temple University

In this session, the presenters discuss findings and experiences regarding technology-embedded assessment and how to support teachers in using it effectively.

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