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Home Videos on Teaching EventsJames Paul Gee - Video Game Design & Learning

James Paul Gee: Applying Game Design Principles for Learning

James Paul GeeIn his keynote presentation, which is included below in its entirety, Professor James Paul Gee argued that good video games incorporate good principles of both teaching and learning. Furthermore, they do so in ways that portend the future of teaching and learning in society, though with important issues centered on equity and access. He argued that video games do not teach via a game (as software) alone but via the game combined with certain ways of socially organizing learning outside the game, in what he calls "passionate affinity spaces." Digital literacies—of which games are a part—operate in many ways like traditional literacy, since both are technologies for making meaning and solving problems.

Keynote presentation: Applying Game Design Principles for Learning

Presented by: James Paul Gee
Introduced by: Rev. Dennis H. Holtschneider (University President)
Date: Friday, April 20, 2012

Course Design
Developing a Course
Understanding How People Learn
Principles of Course Design
Creating Course Goals & Learning Objectives
Developing an Online Course
Suggested Course Design Calendar
Constructing a Syllabus
Choosing Course Materials
Identifying Teaching Materials
Course Reserves & e-Reserves
Creating Course Packs
Ordering Books
Technology Resources
Desire2Learn (D2L)
Katie Wozniak
Jennifer Mata
Scott Kelley
Pete Vandenberg
Lauri Dietz
D2L vs. Digication
Collaborative Features
Content Management Features
Feedback & Grading Features
Logistical Features
Campus Connection
Course OnLine (CDM)
Getting Started with Clickers
Effective Teaching with Clickers
Research on Clickers
Video Demonstrations
Blogs and Wikis
Games & Simulations
Surveys & Forms
Classroom A/V Equipment
Plagiarism Detection
Technology Training
Technology Support
Teaching Online
Proposing New University Technology
Copyright and the Classroom
Mobile Learning
Assignment Design
General Strategies
Learning Goals
Critical Thinking
Field Work
Problem-based Learning
Case-based Learning
Deterring Plagiarism
Classroom Activities
Knowing Your Students
Teaching Millennial Students
Identifying Prior Knowledge
The First Day
Motivating Students
Lecturing Effectively
Course Readings
In-Class Writing
Activities for Metacognition
Collaborative Learning
Collaborative Learning Activities
Collaborative Learning Online
Grading/Assessing Collaborative Learning
Selected Research
Checking Students' Learning
Avoiding Plagiarism
Feedback & Grading
During a class
Throughout the quarter
Using written assignments
Direct Assessment
Low-Stakes Assignments
High-Stakes Assignments
Types of Rubrics
Creating Rubrics
Evaluating Rubrics
Responding to Plagiarism
After Grading
Submitting Grades
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Teaching for Learning Series
Generative Knowledge Interviewing
Active Learning Through Multimedia Translation
Teaching Difficult Courses: Statistics
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Effective Use of Discussions
Teaching Difficult Concepts: Cell Division
Teaching Resources: The DePaul University Art Museum
Plagiarism as a Learning Tool
Academic Integrity
Neuroscience & Learning (Workshop)
Peggy Maki - SoTL
Stephen Brookfield - Creative & Critical Thinking
Encouraging Critical Thinking (Panel)
Teaching Information Literacy (Workshop)
Commenting on Student Writing (Workshop)
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Ann-Louise de Boer - Teaching in Colors
James Paul Gee - Video Game Design & Learning
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