Simulation and Advanced Gaming Environments (SAGE) for Learning PROCEEDINGS
Alice Ireland, David Kaufman, Simon Fraser University, Canada ; Louise Sauvé, University of Quebec at Montreal (Teleuniversite), Canada
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Honolulu, Hawaii, USA ISBN 978-1-880094-60-0 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
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 across Canada are developing and testing applications in several levels of health-related learning, supported by foundational work on conceptual frameworks, evaluation methodologies and tools, and supporting Internet and handheld technologies. This project will add to our knowledge of and experience with digital game-based learning for K-12, university, and professional learners.
Ireland, A., Kaufman, D. & Sauvé, L. (2006). Simulation and Advanced Gaming Environments (SAGE) for Learning. In T. Reeves & S. Yamashita (Eds.), Proceedings of E-Learn 2006--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2028-2036). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 14, 2018 from https://www.learntechlib.org/primary/p/24011/.
© 2006 Association for the Advancement of Computing in Education (AACE)
- Asakawa, T., & Gilbert, N. (2003). Synthesizing experiences: Lessons to be learned from Internet-mediated simulation games. Simulation& Gaming 34 (1), 10-22.
- Asgari, M., & Kaufman, D.M. (2004, September). Intrinsic motivation and game design. Presented by first author at the 35th Annual Conference of the International Simulation and Gaming Association (ISAGA), and Conjoint Conference of Swiss, Austrian, German Simulation& Gaming Association (SAGSAGA), Munich, Germany.
- Crookall, D., Greenblat, C.S., Coote, A., Klabbers, J.H.G., & Watson, D.R. (1987). Simulation-Gaming in the Late 1980s. Pergamon Press, Oxford.
- Cornell Management Game (2006). Retrieved August 31, 2006 from http://www.cms-training.com/.
- De Castell, S., Jenson, J., & Taylor, N. (2006, August). Contagion: Playing out pandemic in an educational videogame. Presented at the 2006 MERLOT Conference, Ottawa, Ontario.
- Dobson, M., Burgoyne, D., & LeBlanc, D. (2004). Transforming tensions in learning technology design: Operationalizing activity theory. Canadian Journal of Learning Technologies 30 (1), 20-45.
- Exergaming (2006). Wikipedia entry retrieved September 2, 2006 from http://en.wikipedia.org/wiki/Exertainment.
- Gamasutra (2006). 2005 U.S. Game sales set record, despite holiday slump. News posting, January 13. Retrieved August 21, 2005 from www.gamasutra.com/php-bin/news_index.php?story=7794.
- Garris, R., Ahlers, R, & Driskell, J.E. (2002). Games, motivation, and learning: A research and practice model. Simulation& Gaming 33, 441-467.
- Gee, J.P. (2003). What VideoGames Have To Teach Us About Learning and Literacy. New York: Palgrave.
- Grozav, C., Mercer, D., Svetov, D., de Castell, S., & Jenson, J. (2005, October). An innovative approach to an isometric game engine. Paper presented at the Futureplay Conference on the Future of Game Design and Technology, Lansing MI.
- Kaiser Family Foundation (2002). Key Facts: Children and VideoGames. Kaiser Family Foundation website, Retrieved August 31, 2006 from http://www.kff.org/entmedia/loader.cfm?url=/commonspot/s Ecurity/getfile.cfm & PageID=14092.
- Kaszap, M., Rail, S., & Power, M. (2005, November). Socioconstructivist frame-game design: Theoretical and empirical considerations. Proceedings, 7th International Computer Games Conference (CGAMES’05) Angoulême, France.
- Kirriemuir, J., & McFarlane, A. (2004). Literature Review in Games and Learning. NESTA FutureLab, Bristol, UK. Retrieved August 31, 2006 from http://www.nestafuturelab.org/research/reviews/08_01.htm.
- Kneebone, R. (2003). Simulation in surgical training: Educational issues and practical implications.” Medical Education 37, 267-277.
- Naismith, L., Lonsdale, P., Vavoula, G., & Sharples, M. (2004). Literature Review in Mobile Technologies and Learning. Bristol, UK : Futurelab. Retrieved August 21, 2006 from http://www.futurelab.org.uk/download/pdfs/research/lit_reviews/futurelab_review_11.pdf.
- Owston, R.D., Kushniruk, A., Ho, F., & Pitts, K. (2005, June). Improving the design of webbBased games and simulations through usability research. Proceedings, ED-MEDIA 2005 annual conference, Montreal.
- Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill.
- Renaud, P., Albert, G., Sauvé, L., Renaud, L., Décarie, J., & Bouchard, S. (2004). Assessing perceptual learning dynamics during visual search in virtual immersion using eye-tracking technologies. Proceedings of the IADIS International Conference on Cognition and Exploratory Learning in Digital Age, IADIS Press, Lisbon, Portugal, 413-418.
- Ruben, B.D. (1999). Simulations, games, and experience-based learning: The quest for a new paradigm for teaching and learning. Simulation& Gaming 30, 498-505.
- Schank, R., & Neaman, A. (2001). Motivation and failure in educational simulation design. In Forbus, K.D. & Feltovich, P.J. (Eds.), Smart Machines in Education: The Coming Revolution in Educational Technology (pp. 37-69). Cambridge, MA: MIT Press.
- Schell, R., & Kaufman, D. (2006, May). Collaborative Online Multimedia Problem-based Simulations (COMPS) for distance learning. Paper presented at 2006 CADE/ AMTEC Joint International Conference: Innovation in Education: Challenges, Issues, Solutions. Montreal.
- Seely Brown, J. (2002). Growing up digital: How the web changes work, education, and the ways people learn. USDLA Journal 16.(2). Retrieved August 31, 2006 from http://www.usdla.org/html/journal/FEB02_Issue/article01.html.
- Skyworks Technologies (2005). Skyworks: the Leader in Internet Advergaming.” www.skyworks.com (accessed October 19, 2005).
- Soussi, A. (2003). War games becoming all too real. Sunday Herald (March 9). Retrieved August 31, 2006 from http://www.sundayherald.com/31960.
- Squire, K. (2005). Game-based Learning: Present and Future State of the Field. Saratoga Springs, NY: MASIE Center e-Learning Consortium. Retrieved September 1, 2006 from http://www.masie.com/xlearn/Game-Based_Learning.pdf.
- Stolovitch, H.D. (1981). Technology of simulation gaming for education and training. Retrieved May 13, 2003 from http://www.hsaltd.com/Articles.htm #2.
- Stolovitch, H.D., & Thiagarajan, S. (1980). Frame Games. Englewood Cliffs, N.J.: Educational Technology Publications. Virtual U. Retrieved September 1, 2006 from(http://www.virtual-U.org/).
- Watters, C., Liu, F., Kellar, M., Kharruzi, H., & Shepherd, M. (2005). Architecture for modular educational games. Proceedings, Digital Games Research Association (DiGRA) Conference, Vancouver.
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact email@example.com.
Do Anonymity and Choice of Role help to Motivate and Engage Higher Education Students in Multiplayer Online Role Play Simulation Games?
Roni Linser, Open University of Israel, Israel; Gila Kurtz, Holon Institute of Technology, Israel
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1506–1513
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact firstname.lastname@example.org.