Game Changers: Education and Information Technologies
by Diana G. Oblinger
Publisher: EDUCAUSE 2012
Number of pages: 400
Institutions are finding new ways of achieving higher education's mission without being crippled by constraints or overpowered by greater expectations. Find out who is changing the game and what we can learn from their different approaches in this book.
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by Frederick Bennett - Faben
Bennett methodically analyzes current educational Practices with a focus on the enhanced role computers can play in the schools. His review of past educational theory and present-day situations illustrate the frustration of many with our schools.
by Seann Dikkers - unglue.it
Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers. Its rapid adoption provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned.
by Kathleen Fitzpatrick - NYU Press
Planned Obsolescence is both a provocation to think more broadly about the academy's future and an argument for reconceiving that future in more communally-oriented ways. Kathleen Fitzpatrick focuses on the technological changes...
by Katie Salen Tekinbas, et al. - The MIT Press
The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based spaces that are built to help players understand how they are doing, what they need to work on, and where to go next.