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CI 435 OL

CI 435 OL: Computer-Assisted Instruction Section GVR:Games, Simulations, and Virtual Reality (CRN: 44957)

Course Description | Instructor | Textbooks

Course Description

Computers have changed our worlds in ways never imagined. As we spend our time instant messaging and emailing, the world is claiming people from every corner of the earth through online games, simulations and virtual reality! The focus of this course is Computer-assisted instruction (CAI) and its relation to classroom teaching with a particular emphasis on games, simulations and virtual reality.

Video games, robots, simulations and virtual reality are emerging as the latest technologies in k-12 classrooms for teaching and learning. Specifically, this course investigates the application of video games, robots, simulations and virtual reality to classroom teaching and learning. It provides students with computer assisted instruction using 1) a theoretical framework for understanding the dynamics of gaming, robots, simulations and virtual reality 2) an opportunity to expand their awareness of specific issues related to computer related use of video games, robots, and virtual worlds and 3) a process to explore various methods related to research and practice using simulations and virtual reality applications.

This course is available for upper level undergraduates and graduate students in Master's and Ph. D. programs throughout the university.


Instructor

Sharon Tettegah
Email: stettega@uiuc.edu
Doe-Hyung Kim (Teaching Assistant/Tech Support)
Email: dkim12@uiuc.edu
Dr. Tettegah's Alter Ego


Textbooks
Michael, D., & Chen, S. (2006). Serious games that educate, train, & inform, Boston: Thomson. ISBN:1592006221

Rose, D. H., & Meyer, A. (2002). Teaching every student in the digital age: Universal design for learning, Association for Supervision and Curriculum Development (ASCD). ISBN: 0871205998

Gardenfors, P., & Johansson, P. (Eds). (2005). Cognition, education and communication technology, Lawrence Erlbaum. ISBN: 0805842802

Gee, J. P. (2004). What video games have to teach us about learning and literacy, Palgrave Macmillan. (New Ed edition) ISBN: 1403965382

Second Life: http://www.secondlife.com


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