Best Practices: Games and E-Learning in Collaborative Environments
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Bakisian, N. (2007). Best Practices: Games and E-Learning in Collaborative Environments. In T. Bastiaens & S. Carliner (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (pp. 34-35). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/26292.
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2007
Quebec City, Canada
October 15, 2007
Theo Bastiaens & Saul Carliner
More Information on ELEARN
Table of Contents
The goal of this best practices session is to demonstrate that games can be a positive learning tool in the e-learning environment. By embedding humanistic components into educational games, we as curriculum developers, can have a greater impact on content development that is produced and distributed in online and blended environments. Additionally, we can involve our students in game creation by using easily available technology templates. By creating and distributing games through a collaborative environment, students can learn how to be better students and better citizens. This session will discuss the experiences of a university instructor who uses games to engage students in their learning. By having students teach each other through games they create, deeper learning is fostered and technology skills are enhanced. This assists in preparing students for work in the knowledge economy. By working with the skill set of the millennials, rather than against it, instructors can take their role as "guides on the side" to a new level.
- Learning and Teaching with Electronic Games
- July 2009 - Social Media: Trends and Implications for Learning
- Development of social presence scale
- SALMS: SCORM-compliant Adaptive LMS
- Role-Based Design: Rethinking Innovation and Creativity in Instructional Design
- Is E-Learning True to the Principles of Technology?
- E-learning and ADDIE Model
- The Connected Learning Space
- Designing an E-learning Experience to Stimulate Interprofessional Practice in Health and Social Care
- Preparing Teachers to Teach Mathematics with Technology: Key Issues, Concerns and Research Questions
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