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How are Digital Games Used in Schools
An inspiring first European overview A groundbreaking new European study, released today at a major EU conference hosted by the Council of Europe in Strasbourg, sheds light on how teachers use digital games in the classroom with their pupils for learning purposes. The conference was opened by the European Commissioner for Education and Culture, Jan Figel, underlining the importance of the study. It covers commercial as well as “serious” games. It was carried out by European Schoolnet, a network of 31 Ministries of Education, commissioned by the Interactive Software Federation of Europe (ISFE).
Quest Atlantis
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Quest Atlantis (QA) is an international learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-15, in educational tasks. QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. Participation in this game is designed to enhance the lives of children while helping them grow into knowledgeable, responsible, and empathetic adults. Explore our site and learn more about this exciting project.
Gaming and Literacy - GamingResources
21st Century Literacy, Visual Literacy, Media Literacy, Programming Literacy, Multimodal Literacy, Science Literacy, Technology Literacy
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Virtual Worlds and Gaming
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