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Simulation and Advanced Gaming Environments (SAGE) for Learning: A Pan-Canadian Research Project
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004:1 , 2004
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004:1 , 2004
This paper describes a new Pan-Canadian, four-year , $3million, "Simulation and Advanced Gaming Environments (SAGEs) for Learning" Collaborative Research Initiative. The researchers in this project are exploring the potential of games, simulations...
World Play: playing internationally in realtime
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2005:1 , Jun 27, 2005
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2005:1 , Jun 27, 2005
ENJEUX-S is an R&D project financed by CANARIE (AAP) from 2004 to 2006. It aims to develop and validate an advanced games and simulations environment based on a Web Services and open architecture to support the generic game and simulation shell...
Simulation and Advanced Gaming Environments (SAGE) for Learning
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2006:1 , October 2006
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2006:1 , October 2006
The Simulations and Advanced Gaming Environments (SAGE) for Learning project is a four-year investigation of the potential of advanced-technology games and simulations to support learning. A bilingual team of researchers and collaborating partners...
Piloting a Collaborative Online Multimedia PBL Simulation
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2007:1 , Jun 25, 2007
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2007:1 , Jun 25, 2007
Collaborative Online Multimedia Problem Based Learning Simulation (COMPS) is a prototype designed for teaching and learning in a collaborative online problem-based learning environment. Collaborative learning is an integral part of the problem-based ...
A systematic review of the impact of games and simulations on learning
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2007:1 , Jun 25, 2007
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2007:1 , Jun 25, 2007
Based on the hypothesis that inconclusive research results with regard to the impact of games and simulations are linked to the absence of clear concept definitions, a systematic research literature review of articles (1998-2006) was undertaken to...
Critical Thinking in a Collaborative Online Multimedia PBL Simulation
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2007:1 , Oct 15, 2007
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2007:1 , Oct 15, 2007
Collaborative Online Multimedia Problem Based Learning Simulation (COMPS) is a prototype designed for teaching and learning in a collaborative online problem-based learning environment. Collaborative learning is an integral part of the problem-based ...
Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 1
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2007:1 , Oct 15, 2007
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2007:1 , Oct 15, 2007
Computer-based games and simulations are widely regarded in the literature as promising learning technologies. However, integrating these activities into educational programs and evaluating their impact present many challenges in design,...
Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 2
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2007:1 , Oct 15, 2007
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2007:1 , Oct 15, 2007
Computer-based games and simulations are widely regarded in the literature as promising learning technologies. However, integrating these activities into educational programs and evaluating their impact present many challenges in design,...
Cognitive and affective impacts of online game-based learning about STIs : formative evaluation by experts
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
This paper presents certain results of a study of an online digital game in Parcheesi format that was developed to measure the impact on secondary school audience of an online game designed to facilitate learning about prevention of sexually...
Evaluation of the impact of an online secondary school educational game - Asthma: 123…Breath!
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2009:1 , Oct 26, 2009
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2009:1 , Oct 26, 2009
This full paper comprises five parts: (1) the problems associated with asthma in the province of Quebec and Canada; (2) the theoretical framework for the knowledge acquisition and attitude change enhanced by our online educational game, created by...
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