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ELI Spring 2007 Focus Session, March 27–28

Session Resources

Print version of ILE Participant Resources [PDF 46 KB] (Document contains all of the resources below)

Suggested Readings

  • John Seely Brown, "New Learning Environments in the 21st Century: Exploring the Edge," Forum Futures 2006 (Cambridge, Massachusetts: Forum for the Future of Higher Education, 2006). [PDF 125 KB]
  • Virtual Worlds Review
    This site serves as a basic guide to persistent online 2D and 3D virtual worlds that emphasize social interaction—massively multiplayer online social games (MMOSGs).
  • International Game Developers Association, Alternate Reality Games Special Interest Group, 2006 Alternate Reality Games 2006 Whitepaper, November 27, 2006
    This paper provides a full introduction to the genre as well as a wealth of practical and analytical information on design methodologies, business models, and current and recent games.

Additional Resources

Additional Readings

Podcasts

  • Role-Playing Games, Offering a New Reality
    The real and the virtual converge in computer games such as World of Warcraft and Second Life. Heather Chaplin and Aaron Ruby, coauthors of Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution, discuss the implications with Andrea Seabrook.
  • IBM and the Future of Online Games
    Quentin Staes-Polet, head of IBM's online gaming practice in Asia, and Joey Alarilla, president of the Asian Gaming Journalists Association, discuss how online gaming's immersive, virtual environment s are pioneering how we will play, learn, and work in the future.
  • Metaverse Sessions
    Click on the "Metaverse Sessions" icon available on this Web page to access an ad hoc podcast of serious interviews with the creators and thinkers behind the future of the 3D Web.

Examples

  • The ChemCollective
    This site contains a collection of virtual labs, scenario-based learning activities, and concepts tests that can be incorporated into a variety of teaching approaches as prelabs, alternatives to textbook homework, and in-class activities for individuals or teams. It is organized by a group of faculty and staff at Carnegie Mellon University for college and high school teachers who are interested in using, assessing, and/or creating engaging online activities for chemistry education.
  • NITLE Research: Casual Games
    This site tracks computer games of a certain type: those playable through Web browsers. Their content can be action, puzzle, simulation, storytelling, point-and-click exploration, or any other genre. Their tone can be comic, tragic, neutral, playful, political, or other.
  • Public Health Games
    This service offers state-of-the-art training simulations for public health workers and emergency responders for a multitude of catastrophic scenarios.
  • PhET Interactive Physics Simulations
    This site offers fun, interactive simulations of physical phenomena from the Physics Education Technology project at the University of Colorado.
  • Tele-Immersive Learning Environments at the Electronic Visualization Laboratory, University of Illinois at Chicago
  • Interactive Nano-Visualization in Science and Engineering Education (INVSEE) Visualization Gallery
    IN-VSEE is a consortium of university and industry scientists and engineers, community college and high school science faculty, and museum educators with a common vision of creating an interactive Web site to develop a new educational thrust based on remote operation of advanced microscopes and nanofabrication tools coupled to powerful surface characterization methods.
  • State of Play Academy
    This site provides tools for law courses currently being taught in virtual worlds.

Page Last Updated: Thursday, May 17, 2007
 
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