Archive of ‘gaming’ category

higher-ed programs using XR

5 higher-ed programs using XR to transform how college students learn

Colleges and universities are using virtual and augmented reality in courses that range from human anatomy to media as a way to make education more immersive and inclusive.

medical school students at Colorado State University’s Clapp Lab reach for virtual reality (VR) headsets, which dangle from the ceiling of the 2,500 square foot facility.

Distance learning in VR

Building community and critical thinking skills

Exploring XR storytelling 

Evaluating the influence of media in XR
At Syracuse University’s Newhouse School of Public Communications, Associate Professor T. Makana Chock is conducting research on storytelling in XR

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More immersive and higher Ed in this blog
https://blog.stcloudstate.edu/ims?s=immersive+higher+ed

Active Screen Time


After studying children ages 4 to 11 on their use of screen time, a University of Michigan study found that “how children use the devices, not how much time they spend on them, is the strongest predictor of emotional or social problems connected with screen addiction.”

According to an Australian study on active and passive screen uses, there are actually two types of active screen use: physical and cognitive. Kids can actually get similar benefits to physical exercise when they play with active video game systems like the Nintendo Switch, XBox Kinect or Pokemon Go.

Playing active games has been proven to have similar effects to moderate walking, skipping and jogging. There are also plenty of active screen uses that spark the cognitive side of the brain.

Studies show that children respond to activity-based programming when it is fun, designed for them and encourages imitation or participation.

Playposium

https://www.eventbrite.com/e/playposium-2021-welcome-to-the-playvolution-tickets-168051551715

Professors at Play celebrates its second year with an all-new, totally fun, online Playposium. What’s a Playposium? For us, it’s a chance for professors from all over the world to come together, learn, discover, find inspiration and play. We believe that play can change higher education and the world.

This year’s event will take place on Zoom, 8am -3pm MST, Friday, October 15th, 2021.

Maya Georgieva Emory Craig XR

The state of XR in higher education

Two experts reveal the state of the art

July 22, 1:00 – 2:00 PM (CDT)

What is happening with virtual and augmented reality in higher education?

This week the Forum will explore that question with two authors of a new report, iLRN‘s State of XR 2021.  Maya Georgieva and Emory Craig, founders and principals of Digital Bodies, are world experts in Extended Reality.  They have also been brilliant and in-demand Forum guests in 20202019, and 2018.

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more on future trends forum in this IMS blog
https://blog.stcloudstate.edu/ims?s=future+trends+forum

benefits of gamification

4 Benefits of Gamification in the Online Classroom

1. Combining Learning and Gaming Develops Additional Skills

2. Gamification Dwarfs the Fear of Failure

3. Game-Based Learning Provides Short-Term Rewards

4. Gamifying the Learning Experience Promotes Collaboration and Healthy Competition

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more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

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