Teaching Through Technology Program 30 Home, TEACHING THROUGH TECHNOLOGY Program 30 Grades 912 Projects distanceeducation classroom, Microsoft flight Simulator software See it in action http://www.ecb.org/tttnew/program30.htm
Extractions: By program # Program 1 Program 2 Program 3 Program 4 Program 5 Program 6 Program 7 Program 8 Program 9 Program 10 Program 11 Program 12 Program 13 Program 14 Program 15 Program 16 Program 17 Program 18 Program 19 Program 20 Program 21 Program 22 Program 23 Program 24 Program 25 Program 26 Program 27 Program 28 Program 29 Program 30 Program 31 Program 32 Program 33 Program 34 Program 35 Program 36 Program 37 Program 38 Program 39 View the video clip! Flight simulators and other aviation technology are used in Aerospace 101, a distance education class taught by the Experimental Aircraft Association (EAA). Aspiring young pilots from three high schools prepare flight plans, learn about instruments and weather, and take their first "
Taipei Ludographic Game Design Workshop INTERCULTURAL COMMUNICATION, simulation GAMES, AND COMPUTER GAME TECHNOLOGY.ELAINE M. RAYBOURN Department of Communication Journalism, University of New http://phillips.personal.nccu.edu.tw/games/interculsimgames.html
Extractions: Excerpts from the following paper were presented by Elaine M. Raybourn for the panel "Advanced Simulation Game Design" at the 1997 Association for Business Simulation and Experiential Learning (ABSEL) Conference held in New Orleans, Louisiana. Play is an underrated component of the cultural learning and socialization process. Nevertheless it is through play that children are first made aware of the appropriate behaviors, norms, and rules of a culture. As adults, the learning process continues though structured social activities, or rule-governed communication behaviors. According to Eric Berne (1964), author of Games People Play, human relationships and communication are comprised of game-playing behaviors such as following or violating cultural scripts and rules. It may be said that playing games either for fun, relational satisfaction, or social learning is a natural human phenomenon. Games have long provided a structured environment for quickly learning complex behaviors. Most games used in a professional context fall into the following categories: teaching, training, operations, research, therapy, and entertainment (Shubik, 1975; 1989). Among the fields that most use games for teaching and training are management science, economics, psychology, sociology, political science, military science, and education. Games used to replicate and teach behavioral models and processes that employ the use of a human in a particular role, actual or simulated, are called simulation games (Shubik, 1975).
In The 80s - Vintage Computer Games Of The Eighties my mother brought home on the weekends from her teaching job. Back whenrealtime 3D meant SubLogic s flight simulator (in wireframe, at 1 (one! http://www.inthe80s.com/compgame.shtml
Extractions: Vintage Computer Games of the Eighties This is a list of the more memorable games for computers. I am not looking for ARCADE GAMES. This list is for games that were strictly for computer users. This page currently edited by: Gwen . Past editor: 3D Monster Maze (Sinclair ZX-81) Astonishing 3-d game for the beloved Sinclair ZX-81, where you try to escape from a labyrinth where lives a T-Rex. Quite simple, used to scare us to death and probably can be called "the grandfather of 3d games". Adventure Construction Set Airborne Rangers Came out around 1988.Sort of similar to "Commando", but with more realism (not that it was realistic either.) Players went on a variety of missions in various geographic settings. Lots of fun! ALF It was based on the tv show but it was the friends of ALF from Melmac had crash landed and ALF was suppose to pick up pieces lying around to fix the ship. he eat cats running around, and pizzas for power. but u had to watch out for Willie and the DOg Catacher or else they took u away and u would lose and your poor friends were stuck. it was a floppy disk for DOS Alice In Wonderland Sounds dorky, I know, but this was the most annoying game I have ever played. Very complex and hard to play it had a difficult interface. It ran on Apple IIes, but we ran it on a IIc. It was actually sort of an action game and had a 'donkey kong' like interface.
Extractions: avatarp@well.sf.ca.us Abstract Conflict confronts everyone daily. Some people have learned how to mange this conflict in pro-social, constructive ways. Many others respond destructively, with discouragement, withdrawal, or even violence. Students who are Seriously Emotionally Disturbed (SED) or experience the frustrations of Learning Disabilities (LD) are particularly vulnerable and more likely to handle conflicts inappropriately. However, with assistance they can learn to internalize the strategies of good conflict management. These strategies include accurate listening, clear explanations, humor, postponing, compromising, seeking assistance, negotiating, and so on. When students practice positive responses to conflict, improved mental health and learning are likely to follow. This paper describes the design and development of cooperative multi-player games employing virtual reality technology to teach SED and LD children conflict management. Virtual reality technology is useful in teaching conflict management because conflicts can be resolved in a non-threatening virtual world. Additionally, the excitement level which VR based games generate encourages involvement in the learning process. The games under development feature real-time three-dimensional sound and graphics, voice control, and intelligent agents. The current state of the first of these games to be developed, and the virtual reality system implementing it, will be described in detail.
Teaching Learning With Internet Tools A Position Paper take a plane if you knew that the pilot has been trained with Microsoft flightsimulator? (see also What learning activity can we do with the Web? http://tecfa.unige.ch/edu-comp/edu-ws94/contrib/schneider/schneide.fm.html
Extractions: schneide@divsun.unige.ch - http://tecfa.unige.ch/ This position aims to encourage discussion between WWW providers of educational material and researchers in the field of educational technology. This paper is still a early draft and I am afraid it will retain that status for a while Introductory reference material in the Appendix sections has awful very rough draft status. It is useful only as far as it points to some real reading. The table of Contents is in a separate file (by pure laziness) for the moment). Everything is straight Framemaker to html translation without modifications...) One learns by doing something (psychology) The learning environment designer must take into account both perspectives. WWW-based courseware must not restrict itself to delivery of educational content. It must be grounded in some model of instruction and learning. Many possibilities exist and haven proven to be effective. However, each paradigm works under certain conditions in certain situations using some set of specific educational technology. For example, it can easily be argued that a good book is better than hypertext version of that book (why do people always print out things?). Also, general rules can be formulated such as "learning without doing is pretty useless in most domains". Consider the following questions:
Elearningpost Learning by Doing A Comprehensive Guide to Simulations, Computer Games Read the article for a list of suggestions for using games as teaching tools. http://www.elearningpost.com/archives/2005_02.asp
Extractions: Skip Navigation Clark Aldrich is coming out with a new book this April: Learning by Doing This makes sense when you realize that playing video games is a form of practice, although most of the time the pattern you practice are quite basic. In this case , however, the manual dexterity pattern finds a useful application: This finding A behind the scenes look at how University of Phoenix uses simulations: [thanks Stephen Downes The Center for Cognitive Sciences at the University of Minnesota has voted on the 100 most influential works in cognitive science from the 20th century. [thanks Mind Hacks Nice points on KM: [thanks ColumnTwo analytical work on how blogs covered the tsunami crisis. Some neat insights here. February 17, 2005