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Full-Text Articles in Education
Open Badges - Openness Symposium, Chris Haskell
Webinar: The Game-Based Curriculum: Directing Learning With Quests, Badges, Achievements, & Truly Personalized Learning, Chris Haskell
Webinar: The Game-Based Curriculum: Directing Learning With Quests, Badges, Achievements, & Truly Personalized Learning, Chris Haskell
Chris Haskell
No abstract provided.
3d Gamelab: Quest-Based Pre-Service Teacher Education, Chris Haskell, Lisa Dawley
3d Gamelab: Quest-Based Pre-Service Teacher Education, Chris Haskell, Lisa Dawley
Chris Haskell
Games and gaming constructs have emerged as a tantalizing and often provocative tool for instructional delivery. Methods and pedagogy for effectively employing games, like quest-based learning, as educational tools are developing. This chapter explores the use of game-based pedagogy for a pre-service teacher education course, as well the development of a quest-based learning management system (3D GameLab) to support the class. The chapter is grounded in design-based research, and discusses four phases of development and theory generation. In each of these phases, the quest-based learning management system, course curriculum, and game-based pedagogy were subject to the same iterative process to …
Digital Age Teaching Skills: A Standards Based Approach, Constance Wyzard, Chris Haskell
Digital Age Teaching Skills: A Standards Based Approach, Constance Wyzard, Chris Haskell
Chris Haskell
No abstract provided.
Design Variables Of Attraction In Quest-Based Learning, Charles Haskell
Design Variables Of Attraction In Quest-Based Learning, Charles Haskell
Chris Haskell
Critics of the American education system point to student boredom, lack of personalized and relevant instruction, and a deficit of 21st century skills as challenges to producing productive citizens of a modern, digital society (Barab et al., 2009; Eccles & Wingfield, 2002; Ketelhut, 2007; U.S. Department of Education Office of Educational Technology, 2010). Digital learning, including game-based approaches, offers opportunities to bring about meaningful, engaging, individualized learning (Barab & Dede, 2007; Gee, 2005; Squire, 2003). Quest-based learning is an instructional design theory of game-based learning that focuses on student activity choice within the curriculum, which offers promising pedagogical possibilities in …
Changing The Game: Technology & The Future Of Education, Chris Haskell
Changing The Game: Technology & The Future Of Education, Chris Haskell
Chris Haskell
Chris Haskell is actively piloting and developing groundbreaking alternative approaches to delivering and tracking learning. With co-inventor Dr. Lisa Dawley, Chris created 3D GameLab, a game-based/quest-based learning management system. His classroom serves as a unique game-based technology and pedagogy lab where this new and innovative practice is producing exciting results.
Micro-Cycles : Course Design Model For Mobile Learning, Barbara Schroeder, Chris Haskell
Micro-Cycles : Course Design Model For Mobile Learning, Barbara Schroeder, Chris Haskell
Chris Haskell
No abstract provided.
Using Mobile Devices To Extend The Classroom, Chris Haskell
Using Mobile Devices To Extend The Classroom, Chris Haskell
Chris Haskell
The popularity, power, and availability of mobile devices make them powerful tools in the hands of millennial learners. Many teens and preteens are currently using cell phones and mobile devices daily to communicate. When combined with popular social networking tools, iPods, handheld devices and mobile phones can support traditional instruction. This session will outline the benefits to using mobile devices and social networking sites together.
Second Life: Breaking The Classroom Metaphor, Chris Haskell
Second Life: Breaking The Classroom Metaphor, Chris Haskell
Chris Haskell
As we develop instructional systems using Second Life and other virtual worlds, learners find droning lectures, stale slide presentations, and instructional methodologies that are 10 years behind the current thinking. This session will discuss and demonstrate learning by doing in proxy-based learning environments using constructivist and social learning theory approaches to teaching in Second Life and other virtual environments. Participants should bring laptops with Second Life to participate in demonstrations.
Using Web-Based Video To Build And Support Your Curriculum, Chris Haskell
Using Web-Based Video To Build And Support Your Curriculum, Chris Haskell
Chris Haskell
This session will identify critical factors and challenges associated with utilizing existing resources as well as producing and disseminating personal and classroom web-based video. The presenter will discuss and demonstrate the process of creating and publishing persistent video resources online including technical requirements, norms, and current levels of usage. At the University level, Haskell uses web-based video to supplement instruction and promote student reflection. Utilizing Internet-based video as a persistent resource, Mr. Haskell was able to increase interest, bolster recruitment and participation, and secure school support for his high school percussion program. Using web-based video, the Reno high school promoted …
Leveraging Web-Based Video For Learning, Chris Haskell
Leveraging Web-Based Video For Learning, Chris Haskell
Chris Haskell
No abstract provided.
Social Networks And Cooperative Learning, Chris Haskell
Social Networks And Cooperative Learning, Chris Haskell
Chris Haskell
60% of teens frequent sites like MySpace and Facebook. This session discusses the impact and application of Online Social Networks on teaching and learning and will demonstrate the current scope of OSN's while introducing techniques for collaborative social learning. This session encourages hands-on interaction with social networking sites.
Understanding And Preparing Teachers Of Millennial Learners, Chris Haskell, Connie Pollard
Understanding And Preparing Teachers Of Millennial Learners, Chris Haskell, Connie Pollard
Chris Haskell
This presentation will examine the results of a *Technology Proficiency and Use* survey of over 200 pre-service teacher education students. This session will discuss results, data, and trends related to current levels of technology knowledge, fluency, and patterns of use. The researchers will classify fluency and comfort in unique categories including software, mobile communications, gaming, social networking, and prevalent secondary technology experience. A framework for developing a pre-service teacher education technology class designed to help prepare the knowledge, skill, and comfort of use technology tools for learning and engagement will be provided. Additionally, the session will feature strategies, tools, structures, …