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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 ( Sunday, 10 February 2008 )
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One Laptop per Child
Written by Yadi Ziaeehezarjeribi   
Thursday, 09 August 2007

Image 

The vision behind One Laptop Per Child.  

Last Updated ( Tuesday, 12 February 2008 )
 
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 ( Saturday, 09 February 2008 )
 
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