Gaming/Virtual Environments

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

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.

Presentation Type: 

Pages

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