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Our most recent work explores the use of games and simulations in K-12 environments. The basic principals and cognitive rational for the use of this technology is first explained based on a new generation of “players” and students accustomed to dynamic learning. With the physical infrastructure of computer technology in place, simulations and games, become a viable source for training and development and are extremely valuable in the engagement of learners both as individual and collective interaction. Implications for both policy and classroom use of video games is explored. Practical considerations for repurposing COTS (Commercial off the shelf) games for P-12 will be explored with direct correlation to national standards in content areas.  

 

 

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Digital Voodoo Review
Written by Web Master   
Saturday, 12 June 2004
 This site is dedicated to gathering and disseminating information about entertainment and educational video games for Prekindergarten through college.  Our goal is to begin a widespread discussion on the effective use of video games to support learning.You will find articles about research in the field of gaming and simulation.We have provided a blog where you can both find and post information on innovative ideas to share with others.Please feel  free to post your ideas and suggestions
Last Updated ( Tuesday, 12 May 2009 )
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GDC 2009
Written by Yadi Ziaeehezarjeribi   
Monday, 01 September 2008

GDC (Game Developer Conference 2009)   

                          Image

GDC 2009 will be held: March 23-27,
Moscone Center, San Francisco, CA USA
                                         
 
The Serious Game Summit 2009

2008 AECT International Convention
 Presentation, November 4-8, 2008
BUENA VISTA PALACE HOTEL
Orlando, Florida

Effective use of computer gaming technology in K-12 classrooms 

Yadi Ziaeehezajeribi
Paige Worrell
Ingrid Graves

 One Laptop per child

Image 

The vision behind One Laptop Per Child.  

TED Update on Negroponte’s OLPC dream 

  

Yves Behar: Creating objects that tell stories

Last Updated ( Tuesday, 12 May 2009 )
 
Most Recent Study
Written by Yadi Ziaeehezarjeribi   
Thursday, 09 August 2007
Our most recent work explores the use of games and simulations in K-12 environments. The basic principals and cognitive rational for the use of this technology is first explained based on a new generation of “players” and students accustomed to dynamic learning. With the physical infrastructure of computer technology in place, simulations and games, become a viable source for training and development and are extremely valuable in the engagement of learners both as individual and collective interaction. Implications for both policy and classroom use of video games is explored. Practical considerations for repurposing COTS (Commercial off the shelf) games for P-12 will be explored with direct correlation to national standards in content areas.  

 

Last Updated ( Tuesday, 12 May 2009 )
 
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