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Written by Web Master
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Saturday, 12 June 2004 |
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This site is dedicated to gathering and disseminating information about entertainment and educational video games for Prekindergarten through college. Our goal is to begin a widespread discussion on the effective use of video games to support learning.You will find articles about research in the field of gaming and simulation.We have provided a blog where you can both find and post information on innovative ideas to share with others.Please feel free to post your ideas and suggestions |
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Last Updated ( Friday, 07 January 2011 )
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Written by Yadi Ziaeehezarjeribi
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Tuesday, 10 January 2012 |
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Coming soon Digitalimmersivecommunity.com Game Developer Conference (GDC 2012) San Francisco CA, March 5-9, 2012 Expo Date: March 7-9 
Serious Game Summit 2012 Repurposing COTS GamesZiaeehezarjeribi, Y., Graves, I., & Gentry, J. (2010). From theory to pratice, repurposing COTS games for P-12. In A Hirumi (Ed.), Digital Video Games for Pr-12 Education: Engaging Learning through Interactive Entertainment. Ingrid Graves &Yadi Ziaeehezarjeribi Presenters on Submission: Microblogging with University Students 24/7: Twitter Comes of Age. Wednesday October, 27 3:30pm to 4:30pm
2009 AECT International ConventionMeeting the Challenges of Traditional Learners in a 3D Virtual Environment: Preservice Teachers Learn to use the Prism of Avatars for Instruction. Galt House, Louisville, Kentucky Presenters: Ingrid Graves, Yadi Ziaeehezarjeribi 2008 AECT International Convention Presentation, November 4-8, 2008 BUENA VISTA PALACE HOTEL Orlando, FloridaTitle: Effective use of computer gaming technology in K-12 classrooms Yadi Ziaeehezajeribi Paige Worrell Ingrid Graves One Laptop per child  The vision behind One Laptop Per Child. TED Update on Negroponte’s OLPC dream Yves Behar: Creating objects that tell stories |
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Last Updated ( Saturday, 21 January 2012 )
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Written by Yadi Ziaeehezarjeribi
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Thursday, 09 August 2007 |
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Our most recent work explores the use of games and simulations in K-12 environments. The basic principals and cognitive rational for the use of this technology is first explained based on a new generation of “players” and students accustomed to dynamic learning. With the physical infrastructure of computer technology in place, simulations and games, become a viable source for training and development and are extremely valuable in the engagement of learners both as individual and collective interaction. Implications for both policy and classroom use of video games is explored. Practical considerations for repurposing COTS (Commercial off the shelf) games for P-12 will be explored with direct correlation to national standards in content areas. |
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Last Updated ( Tuesday, 12 May 2009 )
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