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Autor/inDeKanter, Nick
TitelGaming Redefines Interactivity for Learning
QuelleIn: TechTrends: Linking Research & Practice to Improve Learning, 49 (2005) 3, S.26-32 (7 Seiten)Infoseite zur Zeitschrift
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN8756-3894
SchlagwörterComputer Simulation; Computer Uses in Education; Artificial Intelligence; Computer Assisted Instruction; Computer Software Evaluation; Interactive Video; Program Effectiveness; Improvement Programs
AbstractThe new definition of interactivity has as its focal point the skills of people, not the capabilities of the technology. The goal is to enhance the interaction between people and the learning that can only occur among curious and motivated individuals working together. The social nature of people, the increasing capabilities of technology and the demands of a nation for better education are putting into play the next big evolution in interactivity: networked game simulations. By integrating artificial intelligence and by leveraging the best elements of multimedia and the internet, new multiplayer strategy games allow people to relive events with the responsibility for the outcome of those events. The result is what some experts have called a constructivist learning environment which weaves together the essential and interdependent ingredients for productive learning. This new generation of interactive educational games uses the proven learning techniques of task-based simulations, but takes the next big step in making games useful for conceptual tasks that are at the heart of the high school and college curricula. (Contains 3 figures.) (ERIC).
AnmerkungenAssociation for Educational Communications and Technology, 1800 N. Stonelake Dr., Suite 2, Bloomington, IN 47408. Tel: 877-677-2328 (Toll Free); Tel: 812-335-7675; e-mail: aect@aect.org; Web site: http://www.aect.org/Publications/index.asp.
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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