Presenter for the Following Session

  • Bringing awareness to global issues through video game use in a second language classroom

    “Recent studies discuss the positive effects of gaming on students’ learning outcomes (Barab et al., 2007: Gee 2003). Though there may be increasing empirical evidence of digital game-based learning (DGBL) in the science fields, few empirical studies exist in second language learning. This study explored the effects of the use of the videogame, Food Force (FF), on learner affect, awareness of global issues and vocabulary retention in an advanced Japanese classroom at a US university.

  • Design and Construction of a Mixed Reality Space for Enhanced Social Presence

    In line with the TCC theme of emerging technologies for learning: best choices and current practices, we are developing a mixed reality laboratory to meet the unique needs of students at a large Pacific university. The speed at which computer technology advances presents tremendous opportunities and challenges for educational technologists to both enhance and transform instructional practices. Advancements in cloud technologies, gaming and virtual worlds systems, and network capacities provide the means for creating educational technologies with tremendous potential to promote positive impact; however, how to best leverage the affordances of these technologies is a question that remains open.