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Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.
Video games in education. --- Education Arcade (Project) --- Audio-visual education --- Massachusetts Institute of Technology. --- GAME STUDIES/Games in Education --- EDUCATION/General --- GAME STUDIES/Video Game Programming --- Electronic games in education --- education --- videogame design --- constructivist --- pedagogy --- design philosophy
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The design for Quest to Learn, an innovative school in New York City that offers a "game-like" approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned--among other things--to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks.
Information technology --- Computers --- Internet in education --- Study and teaching --- Internet (Computer network) in education --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- IT (Information technology) --- Education --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace --- Technology --- Telematics --- Information superhighway --- Knowledge management --- EDUCATION/Digital Media & Learning --- GAME STUDIES/Games in Education --- INFORMATION SCIENCE/Technology & Policy
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New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.
Educational games --- Simulation games in education --- Mobile computing. --- Pocket computers --- Data processing. --- Design and construction. --- Programming. --- Hand-held computers --- Handheld computers --- Palmtop computers --- Education --- Educational gaming --- Gaming, Educational --- Instructive games --- Training games --- Simulation games --- Portable computers --- Electronic data processing --- Context-aware computing --- Games --- Simulation methods --- GAME STUDIES/Games in Education --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies
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How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.
Children's software --- Computer-assisted instruction --- Computers and children --- Entertainment computing --- Development --- History. --- Children and computers --- Juvenile software --- Software for children --- Amusements --- Electronic data processing --- Children --- Computer software --- Computers and children. --- EDUCATION/Digital Media & Learning --- GAME STUDIES/Games in Education --- SOCIAL SCIENCES/Media Studies
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Understanding games as systems, with complex interactions of game elements and rules.Gaming the System demonstrates the nature of games as systems, how game designers need to think in terms of complex interactions of game elements and rules, and how to identify systems concepts in the design process. The activities use Gamestar Mechanic, an online game design environment with a systems thinking focus.
Computer games --- Design --- Computer programs. --- Programming. --- Gamestar mechanic. --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Application software --- Electronic games --- GAME STUDIES/Games in Education --- EDUCATION/Digital Media & Learning --- EDUCATION/Instructional Technology --- Programming --- Internet games --- Television games --- Videogames --- Games --- Video games
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Helping students create interactive and animated stories about positive change in their communities.
Interactive multimedia. --- Digital storytelling. --- Education --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Storytelling --- Hypermedia systems --- Interactive media --- Computer software --- Data processing. --- Scratch (Electronic resource) --- GAME STUDIES/Games in Education --- SOCIAL SCIENCES/Media Studies --- EDUCATION/Digital Media & Learning
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This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.
Video games --- Video games and teenagers --- Youth --- Teenagers and video games --- Teenagers --- Television games --- Videogames --- Electronic games --- Young people --- Young persons --- Youngsters --- Youths --- Age groups --- Life cycle, Human --- Social aspects --- Political activity --- Social networks --- EDUCATION/Digital Media & Learning --- GAME STUDIES/Games in Education --- SOCIAL SCIENCES/Media Studies --- Computer games --- Internet games --- Games --- Impact of science and technology on society --- Educational equipment and technology, computer-aided learning (CAL)
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Tools and methods for creating electronic puppets.
Electronic circuits --- Electronic toys. --- Puppet making. --- Activity programs in education. --- Study and teaching (Middle school) --- Activity programs. --- Activity schools --- Education --- Puppetry --- Puppets --- Electron-tube circuits --- Activity programs --- Construction --- Design and construction --- Creative activities and seat work --- Project method in teaching --- Handicraft --- Electronic apparatus and appliances --- Toys --- Electric circuits --- Electron tubes --- Electronics --- Experimental methods --- GAME STUDIES/Games in Education --- SOCIAL SCIENCES/Media Studies --- EDUCATION/Digital Media & Learning
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"Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In 'Connected Play', Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds."
Education --- Shared virtual environments. --- Educational games. --- Preteens --- Simulation methods. --- Recreation. --- Whyville. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Pre-teens --- Preadolescents --- Preteenagers --- Tweenagers --- Tweenies --- Tweens --- Instructive games --- Training games --- Virtual reality --- Children --- Games --- Simulation methods --- GAME STUDIES/Games in Education --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies
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An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals.To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning.Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.
Educational tests and measurements. --- Video games. --- Television games --- Videogames --- Electronic games --- Educational assessment --- Educational measurements --- Mental tests --- Tests and measurements in education --- Psychological tests for children --- Psychometrics --- Students --- Examinations --- Psychological tests --- Rating of --- GAME STUDIES/Games in Education --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies --- testing --- educational assessment --- alternative assessment techniques --- testing methods --- student testing --- student evaluation --- educational games --- learning games --- game studies --- games in education --- performance-based assessments --- games in schools --- Computer games --- Internet games --- Games
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