5 resultados para Instructional Gaming

em University of Southampton, United Kingdom


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Group 20 (km) "Kirk's Krew" is proud to present "Panorama: An Investigation into Augmented Reality," an exciting and entertaining video used for the general public which engages through a fast-paced investigatory style. You'll never forget the story of students Jake and Andrew as they seek to thwart the villianous schemes of Larry Beige with help and hindrance from AR! Explore the past, present and future of AR in a Panorama style investigation! ECS' very own Dr Enrico Costanza is on hand with years of expertise! For a full listing of share contents, please see readme.txt

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Animation on Green IT Container EdShare to be used to assemble resources developed by team for coursework 2. The metadata will be updated by the group, and description modified when the resource set has been completed. The resource has been set up with an instructional readme file. This will be replaced by each group with a new readme file. Each group needs to update this description. Further instructions in readme.txt

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Tuesday 13th May Building 34 Room 3001, 16.15-17.45 Elena & Rikki/Jian Presenting: Groups: M, N, O, P Marking Groups: Q, R, S, T Schedule and Topics 16.15-16.20: Introduction and protocol for the session 16.20 Group M: Serious games – gaming as a driver for applications online 16.40 Group N: Open Education OERs 17.00 Group O: Big Data – the big picture 17.20 Group P: Rights and equality in the workplace 17.40-18.00: Wash-up: feedback session for presentation groups

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Abstract: As one of the newest art forms available to young people, gaming has become an increasing influence on young people’s education, even if not used in a classroom environment. This talk aims to explore examples of how video games have changed how young people understand and learn about certain subjects, with particular focus on how the indie title Minecraft allows them to learn about the world of Computer Science and how groups are looking to forward the cause of education though games.

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In this seminar slot, we will discuss Steve's research aims and plan. Massive open online courses (MOOCs) have received substantial coverage in mainstream sources, academic media, and scholarly journals, both negative and positive. Numerous articles have addressed their potential impact on Higher Education systems in general, and some have highlighted problems with the instructional quality of MOOCs, and the lack of attention to research from online learning and distance education literature in MOOC design. However, few studies have looked at the relationship between social change and the construction of MOOCs within higher education, particularly in terms of educator and learning designer practices. This study aims to use the analytical strategy of Socio-Technical Interaction Networks (STIN) to explore the extent to which MOOCs are socially shaped and their relationship to educator and learning designer practices. The study involves a multi-site case study of 3 UK MOOC-producing universities and aims to capture an empirically based, nuanced understanding of the extent to which MOOCs are socially constructed in particular contexts, and the social implications of MOOCs, especially among educators and learning designers.