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Full-Text Articles in Education

How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth Sep 2014

How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth

Carly Finseth

This paper describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.


Re-Thinking Information Literacy Training With Desire2learn Learning Environment And Scorm, Eric A. Kowalik Apr 2014

Re-Thinking Information Literacy Training With Desire2learn Learning Environment And Scorm, Eric A. Kowalik

Eric A. Kowalik

The flipped classroom that started in K-12 has now caught the attention of higher education as a way of encouraging deeper and more meaningful learning for students.
This presentation will demonstrate how, by using an Articulate Storyline SCORM package within the Desire2Learn platform, librarians and instructors flipped the information literacy training session.
A similar version of this presentation was also given at the 2014 Wisconsin Desire2Learn Ignite Regional User Conference in Waukesha, WI.


Quality Learning With Technologies: Strategies For School Leaders To Address Challenges And Dilemmas, Kathryn Moyle Dec 2013

Quality Learning With Technologies: Strategies For School Leaders To Address Challenges And Dilemmas, Kathryn Moyle

Professor Kathryn Moyle

The integration of technologies into schools is often promoted as a way to improve the quality of students’ learning, and an approach that enables teachers to be more ‘learner focused’.

Virtual learning environments, such as learning management systems, mobile technologies, online games, simulations and virtual worlds, are seen to offer teachers the ability to personalise learning for students, and as a way to enable students to be in control of the pace of their own learning. Technologies are also seen to assist in the collection and analysis of data about students’ achievements. Integrating technologies into school programs however, is not …