![]() This work sits at the intersection of education, entertainment, and social commitment and suggests an expansive focus for instructional designers. ![]() Our work has involved an agenda and process that may be called socially-responsive design, which involves building sociotechnical structures that engage with and potentially transform individuals and their contexts of participation. It allows users at participating elementary schools and after-school centers to travel through virtual spaces to perform educational activities, talk with other users and mentors, and build virtual personae. ![]() QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks.
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