Archive of ‘gaming’ category

eportfolio conference

Re-Bundling Higher Education:

High Impact ePortfolio Practice and the New Digital Ecosystem

A regional ePortfolio conference jointly sponsored by AAEEBL,  City University of New York and Pace University, ReBundling Higher Education will offer sessions that highlight best practices, evidence of impact, and exciting innovations.

In March, 2017, the Association for Authentic, Experiential and Evidence-Based Learning (AAEEBL), the City University of New York (CUNY) and Pace University invite you to a conference exploring and discussing ePortfolio practice and its role in the future of higher education.  Use the links above to review the Call for Proposals (which outlines the themes of the conference), to register for the conference or to submit a proposal.

Call for Proposals

Conference proposals are due Dec. 2, 2016, and notification will take place by January 15, 2017.

Special note:  Due to recent budget cuts to NYC area colleges, registration fees will be kept to a minimum for this conference.  Students (graduate or undergraduate) will be admitted free, and registration for all others will be $25, payable at the door.

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more on eportfolio in this IMS blog:
http://blog.stcloudstate.edu/ims?s=eportfolio
more on badges in this IMS blog:
http://blog.stcloudstate.edu/ims?s=badges

quiz platforms

Six Tools for Creating Classroom Quiz Games – A Comparison Chart

http://www.freetech4teachers.com/2016/11/six-tools-for-creating-classroom-quiz.html#.WDiL73qZCzA

Kahoot
getkahoot.com

Triventy
triventy.com

Quizalize
quizalize.com

Quizizz
quizizz.com

Socrative
socrative.com

Quizlet Live
live.quizlet.com

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more on quizzes and learning and memory in this IMS blog
http://blog.stcloudstate.edu/ims/2016/03/30/quizzes-for-practice-and-training/
http://blog.stcloudstate.edu/ims?s=quiz

Apple augmented reality

Apple Considers Wearables Expansion With Digital Glasses

https://plus.google.com/+NobleAckerson/posts/iuS4ZiCF38u

In 2013, Apple bought PrimeSense, which developed motion-sensing technology in Microsoft Corp.’s Kinect gaming system. Purchases of software startups in the field, Metaio Inc. and Flyby Media Inc., followed in 2015 and 2016.

“AR can be really great, and we have been and continue to invest a lot in this,” Cook said in a July 26 conference call with analysts. “We are high on AR for the long run. We think there are great things for customers and a great commercial opportunity.”

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more on immersive reality and augmented reality in this IMS blog:
http://blog.stcloudstate.edu/ims?s=augmented+reality

EdSim challenge

Ed Dept. Launches $680,000 Augmented and Virtual Reality Challenge

By David Nagel 11/02/16

https://thejournal.com/articles/2016/11/02/ed-dept.-launches-680000-augmented-and-virtual-reality-challenge.aspx

EdSim Challenge, the competition is aimed squarely at developing students’ career and technical skills — it’s funded through the Carl D. Perkins Career and Technical Education Act of 2006 — and calls on developers and ed tech organizations to develop concepts for “computer-generated virtual and augmented reality educational experiences that combine existing and future technologies with skill-building content and assessment. Collaboration is encouraged among the developer community to make aspects of simulations available through open source licenses and low-cost shareable components. ED is most interested in simulations that pair the engagement of commercial games with educational content that transfers academic, technical, and employability skills.”

all five finalists prizes of $50,000 to help them further develop their concepts. Finalists will also receive access to expert mentors to help with the process, along with gear and development tools, including Samsung Galaxy S7 Edge,  Galaxy Tab S2 9.7″,  Gear S3 watch and Gear VR headset, as well as an Oculus Mobile software developer kit. ED noted that other prizes may also be added later.

The submission deadline will be Jan. 17,

Participants must also register on the Luminary Lightbox platform. (Registration is free.)

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more on VR in this IMS blog

http://blog.stcloudstate.edu/ims?s=virtual+reality

Google virtual tours museums

Google Arts & Culture

https://www.google.com/culturalinstitute/beta/

Android App:
https://play.google.com/store/apps/details?id=com.google.android.apps.cultural&referrer=utm_source%3Dstella%26utm_medium%3Dhome-header

iOS App:
https://itunes.apple.com/app/arts-culture/id1050970557

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more on virtual tours of museums in this IMS blog:
http://blog.stcloudstate.edu/ims?s=museum

International Journal of Mobile and Blended Learning

International Journal of Mobile and Blended Learning (IJMBL)

An Official Publication of the Information Resources Management Association and the International Association for Mobile Learning
Editor-in-Chief: David Parsons (The Mind Lab by Unitec, New Zealand)
Published Quarterly. Est. 2009.
ISSN: 1941-8647|EISSN: 1941-8655|DOI: 10.4018/IJMBL

Description

The International Journal of Mobile and Blended Learning (IJMBL) provides a forum for researchers in this field to share their knowledge and experience of combining e-learning and m-learning with other educational resources. Providing researchers, practitioners, and academicians with insight into a wide range of topics such as knowledge sharing, mobile games for learning, collaborative learning, and e-learning, this journal contains useful articles for those seeking to learn, analyze, improve, and apply technologies in mobile and blended learning. The journal spans theoretical, technical, and pedagogical issues in mobile and blended learning. These embrace comprehensive or critical reviews of the current literature, relevant technologies and applications, and important contextual issues such as privacy, security, adaptivity, and resource constraints.

Topics Covered

  • Comprehensive or critical reviews of the current literature
  • Evaluation of mobile or blended learning in practice
  • Future of mobile or blended learning
  • Knowledge Sharing
  • Learner interaction/collaborative learning
  • Mobile games for learning
  • Mobile or blended learning applications
  • Mobile or blended learning applied at different levels of education from pre-school to tertiary and beyond
  • Pedagogical and/or philosophical underpinnings of mobile or blended learning
  • Privacy and security issues
  • Related research in learning, including e-learning and pedagogical approaches
  • Resource constraints in the delivery of mobile or blended learning
  • Reviews of the application of mobile or blended learning in multiple contexts
  • Role of Wikis, blogs, podcasts, messaging, other online tools, and Web 2.0 components in learning delivery
  • Roles of mobile, pervasive, and immersive technologies in education
  • Technologies that directly or indirectly support mobile or blended learning systems (devices, networks, tools etc.)
  • Theoretical approaches to mobile or blended learning solutions
  • Use of mobile or blended learning in professional environments

Mission

The primary mission of the International Journal of Mobile and Blended Learning (IJMBL) is to provide comprehensive coverage and understanding of the role of innovative learning theory and practice in an increasingly mobile and pervasive technological environment. As technology enables a more seamless experience of device supported learning worlds that may integrate mobile, embedded, augmented, and immersive technologies, we may expect to see increasing interest and activity in blended approaches to learning. IJMBL brings together researchers at the forefront of this field, in both technology and pedagogical practice and assists them in the development and dissemination of new approaches to both mobile and blended learning.

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More on mobile and blended learning in this IMS blog:
http://blog.stcloudstate.edu/ims?s=mobile+learning
http://blog.stcloudstate.edu/ims?s=blended+learning

International Journal of Game-Based Learning

International Journal of Game-Based Learning (IJGBL)

Editor-in-Chief: Patrick Felicia (Waterford Institute of Technology, Ireland)
Published Quarterly. Est. 2011.
ISSN: 2155-6849|EISSN: 2155-6857|DOI: 10.4018/IJGBL

Description

The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.

Topics Covered

  • Adaptive games design for Game-Based Learning
  • Design of educational games for people with disabilities
  • Educational video games and learning management systems
  • Game design models and design patterns for Game-Based Learning
  • Instructional design for Game-Based Learning
  • Integration and deployment of video games in the classroom
  • Intelligent tutoring systems and Game-Based Learning
  • Learning by designing and developing video games
  • Learning styles, behaviors and personalities in educational video games
  • Mobile development and augmented reality for Game-Based Learning
  • Motivation, audio and emotions in educational video games
  • Role of instructors
  • Virtual worlds and Game-Based Learning

Mission

The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.

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more on gaming and gamification in this IMS blog:
http://blog.stcloudstate.edu/ims?s=gaming+and+gamification

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