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The new challenges, learning potential, and consistent struggles of these games also make video games motivating and entertaining for the user. Gee takes a personal approach to explaining how the immersive, interactive world of a video game engages the player in ways that formal education may fall short.
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social ...
National Science Foundation CAREER Awards: National Science Foundation : Junior faculty who exemplify the role of teacher-scholars through research, education and the integration of education and research within the context of the mission of their organizations United States: National Teacher of the Year: Council of Chief State School Officers
This category includes individuals who have contributed significant academic research, scholarly commentary, or journalistic coverage on the topic of games. Pages in category "Video game researchers" The following 36 pages are in this category, out of 36 total.
This list of social sciences awards is an index to articles about notable awards given for contributions to social sciences in general. It excludes LGBTQ-related awards and awards for anthropology, archaeology, economics, geography, history, Information science, politics and political science, psychology and sociology, which are covered by separate lists.
A small group of dedicated Magic: The Gathering players founded Gamers Helping Gamers in 2012. [4] Aspiring scholarship recipients can apply for the funds by submitting a FAFSA form, a high school transcript, and a series of essay responses. [1]
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Video games, when they are successful, are very good at challenging players. They motivate players to persevere and simultaneously teach players how to play. Gee began his work in video games by identifying thirty-six learning principles that are present in - but not exclusive to - the design of good video games. [10]