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in title, tags, annotations or urlTaking Serious Games Seriously in Education (EDUCAUSE Review) | EDUCAUSE.edu - 0 views
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"About Learning and Literacy.1 In this early book, Gee drew most of his examples from entertainment games, rather than education-specific games. At the time, many learning games consisted of drill-and-practice activity that promoted skill automaticity, but far fewer sought to promote conceptual understanding. Since then, concentrated work has created serious games - games with more than just entertainment as a goal - that embody the principles of deeper learning. At the same time, the fields of cognitive psychology, educational psychology, and computer science have come together to create the interdisciplinary field of learning science. Many people in the field have turned their attention to games, along with other digital learning environments like intelligent tutors and simulations"
Science in Global Service (Deeper Learning) - 0 views
Home - Society for Science & the Public - 0 views
Next Generation Science Standards - 0 views
Two Footed Questions Fuse Arts and Science - Brain Leaders and Learners - 0 views
What is an eLearning Authoring Tool? - 0 views
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Let's start with a simple definition: eLearning Authoring tools are used to create eLearning lessons. These tools have been around much longer than most people know. When asked, many guess that they started coming on the market recently or perhaps back in the 1990s. The truth is the National Science Foundation funded the first authoring tool, called PLATO, way back in 1960, and then another in 1967, called TICCIT. Both spawned many other authoring tools over the years.