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EDU615

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    • Developing Educational Ideas for and Within Minecraft

      List, J., Bryan, B., Slawson, J. & Misner, T. (2014). Developing Educational Ideas for and Within Minecraft. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 1681-1683). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).

    • Virtual Worlds in the General Education Curriculum

      Braman, J., Meiselwitz, G. & Vincenti, G. (2013). Virtual Worlds in the General Education Curriculum. In R. McBride & M. Searson (Eds.), Proceedings of SITE 2013--Society for Information Technology & Teacher Education International Conference (pp. 2692-2697). New Orleans, Louisiana, United States: Association for the Advancement of Computing in Education (AACE).

    • Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum

      Marklund, B.B. & Taylor, A.S.A. Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum. Electronic Journal of e-Learning, 14(2), 122-135.

    • Avoiding Epic Losses: Steps for Integrating Meaningful Gamification into the Classroom

      Beaudin, L.C. (2016). Avoiding Epic Losses: Steps for Integrating Meaningful Gamification into the Classroom. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1828-1833). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE).

    • Immersive Language Learning with Games: Finding Flow in MinecraftEdu

      Uusi-Mäkelä, M. (2014). Immersive Language Learning with Games: Finding Flow in MinecraftEdu. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology. Tampere, Finland: Association for the Advancement of Computing in Education (AACE).

    • Preparing for Industry 4.0 – Testing Collaborative Virtual Learning Environments with Students and Professional Trainers

      Schuster, K., Plumanns, L., Gro, K., Vossen, R., Richert, A. & Jeschke, S. (2015). Preparing for Industry 4.0 – Testing Collaborative Virtual Learning Environments with Students and Professional Trainers. International Journal of Advanced Corporate Learning (iJAC), 8(4), 14-20. Kassel University Press GmbH.

    • Game Based Learning Best Practices: Using the Metagame

      Bennani, F. (2015). Game Based Learning Best Practices: Using the Metagame. In S. Carliner, C. Fulford & N. Ostashewski (Eds.), Proceedings of EdMedia 2015--World Conference on Educational Media and Technology (pp. 1371-1373). Montreal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE).

    • Learning in a Virtual Community of Practice

      Zhou, H. (2014). Learning in a Virtual Community of Practice. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 1226-1231). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).

    • The Efficacy of Massive Multiplayer Online Role-Playing Games (MMORGs) for Second Language Acquisition

      Rogers, S. (2014). The Efficacy of Massive Multiplayer Online Role-Playing Games (MMORGs) for Second Language Acquisition. In T. Bastiaens (Ed.), Proceedings of World Conference on E-Learning (pp. 1685-1692). New Orleans, LA, USA: Association for the Advancement of Computing in Education (AACE).

    • Teaching teachers to Teach with Non-Didactical Games

      Günther, S., Hacker, M. & Hess, F. (2016). Teaching teachers to Teach with Non-Didactical Games. In Proceedings of EdMedia 2016--World Conference on Educational Media and Technology (pp. 837-840). Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE).

    • The Development of a Virtual Reality Business Simulation for E-Learning

      Sause, W., Woodside, J. & Amiri, S. (2016). The Development of a Virtual Reality Business Simulation for E-Learning. In Proceedings of E-Learn: World Conference on E-Learning (pp. 45-49). Washington, DC, United States: Association for the Advancement of Computing in Education (AACE).

    • Mining Knowledge with Game Based Learning: Building Knowledge Through Connected Learning with the use of Minecraft in the Classroom

      Roberts-Woychesin, J. & Piller, Y. (2015). Mining Knowledge with Game Based Learning: Building Knowledge Through Connected Learning with the use of Minecraft in the Classroom. In Proceedings of Global Learn Berlin 2015: Global Conference on Learning and Technology (pp. 418-425). Berlin, Germany: Association for the Advancement of Computing in Education (AACE).

    • Maker Culture and "Minecraft": Implications for the Future of Learning

      Niemeyer, D.J. & Gerber, H.R. (2015). Maker Culture and "Minecraft": Implications for the Future of Learning. Educational Media International, 52(3), 216-226.

    • Minecraft as a teaching tool: One case study

      Schifter, C. & Cipollone, M. (2013). Minecraft as a teaching tool: One case study. In R. McBride & M. Searson (Eds.), Proceedings of SITE 2013--Society for Information Technology & Teacher Education International Conference (pp. 2951-2955). New Orleans, Louisiana, United States: Association for the Advancement of Computing in Education (AACE).

    • Teaching Scientific Concepts Using a Virtual World--Minecraft

      Short, D. (2012). Teaching Scientific Concepts Using a Virtual World--Minecraft. Teaching Science, 58(3), 55-58.

    • Using Minecraft to Encourage Critical Engagement of Geography Concepts

      List, J. & Bryant, B. (2014). Using Minecraft to Encourage Critical Engagement of Geography Concepts. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 2384-2388). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).

    • Gaming Geography: Using Minecraft to Teach Essential Geographic Skills

      Scarlett, M. (2015). Gaming Geography: Using Minecraft to Teach Essential Geographic Skills. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 838-840). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).

    • From Voxel Vistas: Place-Making in Minecraft

      Quiring, T. (2015). From Voxel Vistas: Place-Making in Minecraft. Journal of Virtual Worlds Research, 8(1),.

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