Tag Archives: Gaming

eLearning Consortium of Colorado Conference April 15-17

Hello Everyone, Please join the free & online 31st annual eLearning Consortium of Colorado Conference that will take place Wednesday April 15 – April 17, 2020 over Zoom. We have a good number of game based learning session that may be of interest to you. Here’s the schedule https://bit.ly/elccschedule. It is free but please register ahead of time at bit.ly/elcc20reg. Game Based

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ECTESOL Conference in Pensacola Feb. 3rd

The Emerald Coast TESOL (Teaching English to Speakers of Other Languages) conference is this Saturday from 10-3 at University of West Florida International Center. The registration is $25 and includes lunch. The conference will feature professionals from northern Florida panhandle and the Alabama Gulf Coast. As a new Board member, this will be my first time attending. Here’s the schedule:

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Application of Gagne’s 9 Events of Instruction to WDE Gaming

Application of Gagné’s Nine Events of Instruction to Well Designed Educational (WDE) Gaming  (This chart was published in my dissertation. See references below.) Gagné’s Nine Events of Instruction (1985) Comparison to WDE Gaming (Adapted from Becker, 2008 and Van Eck, 2006) Mental Processes (Gagné & Driscoll, 1988) Gain attention Capture attention with movement, scenes, sounds, speech, and health status updates

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My Dissertation Abstract on MMORPGs to Improve ESL Skills

A Massively Multiplayer Online Role-Playing Game with Language Learning Strategic Activities to Improve English Grammar, Listening, Reading, and Vocabulary This mixed-methods-collective-case-study focused on the use of an online videogame combined with second language acquisition (SLA) strategic gameplay to improve English language learners’ (ELLs) grammar, listening, reading, and vocabulary. Its purpose was to determine whether a noneducational, massively, multiplayer, online, role-playing

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Checklist for Novice Education Gaming Researchers

This is a cursory list of important concepts and items to consider when preparing to conduct educational research that involves the use of videogames. Use media selection criteria (e.g., Chapelle’s 2001 computer-assisted language learning media criteria or Jamieson, Chapelle, & Preiss, 2005 revised version) Determine reading level of videogame text by analyzing chat logs with the Flesch-Kincaid readability index. Make

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Join me at SITE 2017 Conference in Austin, TX

Two of my proposals were accepted for presentation at the Society for Information Technology and Teacher Education (SITE) International Conference in Austin, TX.  I’d love to connect with any of my readers who are also going to SITE.  This will be my third time to attend this conference.  This time around, I’ll be sharing the outcomes of my dissertation and participating

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What kind of vocabulary can you learn from role-playing videogames?

In my gaming research study with EverQuestII® (EQII), I was pleasantly surprised to see a dominance of neutral words and only a slight majority of negative words over positive ones. This is based on the participants’ text-based, chat logs that I analyzed with the vocabulary concordancer called Range. Chat logs include language from the non-playing characters (NPCs), playing characters (gamers), and

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Computer-assisted Language Learning and Media Selection

This blog was originally posted on the AACE Review (Rogers, 2018). Computer-assisted language learning (CALL) is the interactive use of technology to foster second language acquisition by providing meaningful opportunities to practice a language in environments beyond that which is available in the confines of a classroom. It began with the stimulus-response of programmed instruction in the 1960s with the

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