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Linda Lewis

Quest Atlantis - 0 views

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    Quest Atlantis (QA) is a learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-12, in educational tasks. Building on strategies from online role-playing games, QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. It allows users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae. A Quest is an engaging curricular task designed to be entertaining yet educational. Each Quest is connected to local academic standards and to our team's commitments. Completing Quests requires that members participate in real-world, socially and academically meaningful activities, such as conducting environmental studies, researching other cultures, calculating frequency distributions, analyzing newspaper articles, interviewing community members, and developing action plans.
S J R

Gaming the Past - 0 views

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    "A repository for theory, research , and implementations of simulation games for history education. Look here for links to current research, online and hard copy video games"
Cara Whitehead

Educational Standards Correlations - 0 views

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    VocabularySpellingCity provides the following sets of correlations to standards: U.S. Standards by State Common Core Standards for each States' Implementation Australian Standards by State Canadian Standards by Province English National Curriculum Standards
Clint Walters

Game-Based Learning: What it is, Why it Works, and Where it's Going - 0 views

  • Subset Principle: Learning, even at its start, takes place in a (simplified) subset of the real domain. For example, the setting for the loading dock game should represent an actual loading dock, so that players can easily map their in-game behavior to on-the-job performance. However, it must be a simplified version that omits unimportant details, so that players can focus on aspects of the simulation that are relevant to the learning objective—things like crosswalks and pedestrians. Active, Critical Learning Principle: The learning environment must encourage active and critical, not passive, learning. In the loading dock example, this means players do not merely watch correct and incorrect examples of loading dock behavior, followed by a quiz—they actually think, act, experience consequences and pursue goals in a variable game environment. Probing Principle: Learning is a cycle of probing the world (doing something); reflecting on this action and, on this basis, forming a hypothesis; re-probing the world to test the hypothesis; and then accepting or rethinking the hypothesis. For example, an effective loading dock game must present a functional environment in which players may choose from and evaluate many different actions. The goal is to find the right course of action via experimentation—making choices and experiencing the consequences. Practice Principle: Learners get lots of practice in a context where the practice is not boring (i.e. in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success). For example, to encourage practice—and thus, development of good habits—the loading dock game must gradually increase the difficulty level of the in-game challenges. This keeps players engaged and encourages them to continually hone their skills.
Linda Lewis

Prisoners of War game from nobelprize.org - 0 views

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    Students play the role of a camp commandant and make decisions on prisoners' conditions. At the end they are rated according to how they comply with the Geneva Conventions.
Linda Lewis

Instructional power of digital games, social networking, and simulations - 0 views

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    The Instructional Power of Digital games, social networking, and simulations and How Teachers Can Leverage Them
Linda Lewis

Play and Learn Resources - 0 views

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    helpful links about gaming in the classroom
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