‏הצגת רשומות עם תוויות games. הצג את כל הרשומות
‏הצגת רשומות עם תוויות games. הצג את כל הרשומות

Online Games and Virtual Worlds in Education UnConf 2009







Online Games and Virtual Worlds in Education UnConf 2009
When DiGRA ISRAEL and GameIS meets

Were [Host] : Afeka Tel Aviv College of Engineering, Auditorium, TLV

When: Tuesday, 29th of December 2009


Cost: Free!

Speakers [tentative]

ICTs Cooperation and Dialogue: Serious Games between Israel and Brazil
keynote: Prof. Gilson Schwartz | Academic Director, City of Knowledge, Institute of Advanced Studies, U. of São Paulo, Brazil

Second Life, Education and the Middle East
Dr. Tal Pavel | Research fellow at the Moshe Dayan Center for Middle Eastern and African Studies, the Netvision Institute for Internet Studies and the International Institute for Counter-Terrorism

Webkinz Avatar Gerilla and the Educational System
Dr. Hanan Gazit | MetaverSense Ltd CEO, DiGRA ISRAEL Chapter

WOW Guild conflict Management: Lessons for Organizations and Education
Ziv Levee & Dr. Hanan Gazit | DiGRA ISRAEL

Opening for other presenters [10-20min each unconf style] and Panel  
plz contact Or-Tal and Hanan for more info



or RT DM via twitter @lemino and @VRider

E-mail: chapter[at]digraisrael[dot]org

Plz RSVP via facebook



EMOTIV לשחק משחקי מחשב בכוח מחשבה


EMOTIV הצצה אל הדור הבא בממשק מוח מכונה כייף לשחק משחקי מחשב בכוח מחשבה

אימצנו חיית מחמד וירטואלית ! Augmented Reality ps3 virtual Eye Pet


Augmented Reality ps3 virtual Eye Pet Game
אוגמנטד ריאליטי? הדור הבא של משחקי פלטפורמת פלייסטשיין כבר כאן!
אימצנו חיית מחמד חדשה.
תומר לוי והחברים בסידרת הטלוויזיה מסודרים 2 אוכלים את הכובע !-)

Handbook of Research on Effective Electronic Gaming in Education: IGI Global release

Three years of virtual ethnography and counting; two years of analyzing interactions captured on video and VOIP using "high-tech" pen and pencil techniques, computerized tools and simple common sense. Two and a half years of seeing through "a child state of mind " the game play and MMOG's social networks dynamics, + 50 GIGA of gaming videos, + 50 drawings, + 200 small talks with friends & parents, 300 e-mails, writing & throwing drafts, observing and playing video games: Club Penguin, RuneScape, Sherwood, Barbie, MEEZ, Zoo Tycoon, any other Tycoon, The Sims, Sims City, FIFA, NBA, Street Fighter, TrackMania Nations, Need for speed and more Virtual worlds for children and casual games than the eye can meet. Support by ATARI ISRAEL and Microsoft ISRAEL which provided some of the best games titles.
Blend it all, pick up a pinch and what you get?
If you want to know, look for Section I: Chapter VIII on the Table of Contents
of IGI Global newest release, coming soon:


ISBN: 978-1-59904-808-6; 1,759 pp; July 2008Published under the imprint Information Science Reference (formerly IdeaGroup Reference).

Edited by: Richard E. Ferdig, University of Florida, USA

DESCRIPTION
Games and gaming have always been an important part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have not only become ubiquitous in everyday recreational life but have also permeated many professional fields and disciplines for multiple purposes including teaching and learning.The Handbook of Research on Effective Electronic Gaming in Education presents a framework for understanding games for educational purposes while providing a broader sense of current related research. Compiling over 50 groundbreaking research studies from leading international authorities in the field, this advanced and uniquely comprehensive reference is a must-have for academic and research libraries and for all those interested in expanding their theoretical and practical knowledgeof the exciting field of electronic gaming.
****************************************“
Researchers will be intrigued and enlightened by the international and interdisciplinary nature of the collection.”
- Richard E. Ferdig, University of Florida, USA
****************************************
TOPICS COVERED
Augmented reality gaming
Authentic learning environment
Cognitive load in games
Cognitive load theory
Computational model of learning
Computer games as learning tools
Computer gaming cultures
Conceptual play spaces
COTS computer game effectiveness
Current online educational games
Design patterns and computer graphics
Designing games for learning
Digital game-based learning
Digital games interactions
Education for engaged learning
Educational game designEducational gaming
Electronic games for health purposes
Emotional potential of video games
Game-based historical learning
Game-based learning
Game-based learning in design history
Gender and racial stereotypes
Instructional design
Online roleplay games for learning
Productive gaming
Quality digital games
Self-regulated learning
Social psychology
Transmedial comprehension
Virtual world
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For more info about Handbook of Research on Effective ElectronicGaming in Education, you can view the title information sheet here:
http://www.igi-global.com/downloads/pdf/ferdig88.pdf.
To view the Table of Contents and a complete list of contributors online go to
You can also view the first chapter of the publication at
-------------------

ABOUT THE EDITOR

Richard E. Ferdig, PhD, is an associate professor of educationaltechnology at the University of Florida’s College of Education. Hisresearch interests focus on educational gaming, the uses of innovativemedia for teaching and learning, virtual and online education, and whathe calls a “deeper psychology of technology.” He graduated from CalvinCollege with a BA in psychology and from Michigan State University withan MA in educational psychology. He received his PhD from Michigan StateUniversity in educational psychology. At UF, he co-directs theface-to-face and online graduate programs in educational technology.

!Vollee: Second Life goes Mobile



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Running Second Life on an iPhone

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