Best Practices: Games and E-Learning in Collaborative Environments
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Author
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Oct 15, 2007 in Quebec City, Canada ISBN 978-1-880094-63-1
Abstract
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.
Citation
Bakisian, N. (2007). Best Practices: Games and E-Learning in Collaborative Environments. In T. Bastiaens & S. Carliner (Eds.), Proceedings of E-Learn 2007--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 34-35). Quebec City, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from https://www.learntechlib.org/p/26292.
© 2007 AACE