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Best Practices: Games and E-Learning in Collaborative Environments
PROCEEDINGS

, University of San Francisco, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Quebec City, Canada ISBN 978-1-880094-63-1 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

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 May 26, 2019 from .

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