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	<title>Teaching with Technology Idea Exchange &#187; games</title>
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		<title>Engaged or Enraged? Courting the online learner with lessons learned from video gaming</title>
		<link>http://ttix.org/archives/2009-sessions/engaged-or-enraged-courting-the-online-learner-with-lessons-learned-from-video-gaming/</link>
		<comments>http://ttix.org/archives/2009-sessions/engaged-or-enraged-courting-the-online-learner-with-lessons-learned-from-video-gaming/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 17:41:57 +0000</pubDate>
		<dc:creator>Chuck Wight</dc:creator>
				<category><![CDATA[2009 Proposals]]></category>
		<category><![CDATA[engagement]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[homework]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[practicezone]]></category>
		<category><![CDATA[quiz]]></category>

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		<description><![CDATA[Let's face it: most "academic" video games are just lame. But there are important lessons to be learned from the video gaming industry to engage students in learning. PracticeZone.org is putting some of these concepts to work to teach General Chemistry online. ]]></description>
			<content:encoded><![CDATA[<p>Let&#8217;s face it: most &#8220;academic&#8221; video games are just lame. But there are important lessons to be learned from the video gaming industry to engage students in learning. PracticeZone.org is putting some of these concepts to work to teach General Chemistry online. <span id="more-441"></span></p>
<h3>Abstract</h3>
<p>In this session, we will identify some of the important reasons why millennial students are captivated by video games, and how we can use these lessons to engage students in online learning for their academic studies. This session will be informative to teachers and professors who use, select or design new online learning tools for their classes.</p>
<p>Using examples from practicezone.org, we will show how the strategic design of online quizzes and electronically graded homework tools can engage students in learning, promote peer instruction, and free class time for discussion. The key is to allow students an unlimited number of attempts to complete their assignments correctly.  We will show data and results from large General Chemistry classes that demonstrate an exceptionally high degree of work and commitment by students to their academic studies.</p>
<p>The primary relationship to the conference theme is to demonstrate how the strategic design of online learning tools can promote exceptionally high levels of student engagement.</p>
<h4>Presenter</h4>
<h3> Chuck Wight</h3>
<p>Chuck Wight has taught chemistry at the University of Utah since 1984. He currently serves as Associate VP for Academic Affairs and Undergraduate Studies. He is responsible for guiding the development of institutional policies and support for online and hybrid courses, General Education, Continuing Education, and an institutional partnership with Dixie State College. He is the sole owner of the new online learning web site http://practicezone.org.</p>
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		<title>Educational Tools: a collaborative effort for a diversifying nation</title>
		<link>http://ttix.org/archives/2009-sessions/educational-tools-a-collaborative-effort-for-a-diversifying-nation/</link>
		<comments>http://ttix.org/archives/2009-sessions/educational-tools-a-collaborative-effort-for-a-diversifying-nation/#comments</comments>
		<pubDate>Mon, 02 Feb 2009 17:21:43 +0000</pubDate>
		<dc:creator>Palkin Zed</dc:creator>
				<category><![CDATA[2009 Proposals]]></category>
		<category><![CDATA[computers]]></category>
		<category><![CDATA[diversity]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[mathematics]]></category>
		<category><![CDATA[tools]]></category>

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		<description><![CDATA[Collaboration between different disciplines, age groups, genders, ethnicities is a must when creating a program that appeals to the demographics emerging in our education system. Building educational tools which do not recognize our differences and similarities are incomplete tools when providing a full education to a young audience.]]></description>
			<content:encoded><![CDATA[<p>Collaboration between different disciplines, age groups, genders, ethnicities is a must when creating a program that appeals to the demographics emerging in our education system. Building educational tools which do not recognize our differences and similarities are incomplete tools when providing a full education to a young audience.<span id="more-432"></span></p>
<h3>Abstract</h3>
<p>In order to educate the diverse population of our youth in the education system we must broaden our own views of what educational tools should consist of, what concepts need to be taught, how concepts are learned and interpreted for students of varying backgrounds.</p>
<p>The demographics of our students is not the same as it was 50 years ago or even the same as it was 10 years ago, as the student population diversifies, so must our educational tools. These tools must be able to educate a diverse group of students, appeal to their backgrounds and understandings. </p>
<p>These tools must move out of the class rooms and into the homes, these tools must take advantage of our growing technological advancements. And finally these tools must move beyond being tools for students but rather games. Games are what students occupy their times with, and in order to reach the student when not educating them in the classroom, one must use current technology and entertainment to incorporate education into the daily lives of the youth. </p>
<p>In order to create games that appeal to the diversifying student body, one must have a diverse team of specialists that understand the different backgrounds and interests of students. </p>
<p>In this presentation, I will discuss the diversification of the education system, the advancements of technology, how to use technology for education and how collaboration is the best way to reach a broad student audience.</p>
<h4>Presenter</h4>
<h3> Palkin Zed</h3>
<p>The author is a developer of the educational game PRIME, a game designed for ages 12 and higher, which educates the user on prime numbers, mathematics and strategy. This game was developed by four students at the University of Nevada, Reno. The students have ethnic backgrounds and education including computer science, art, music, business and philosophy. </p>
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