Entering the education arcade
- 1 October 2003
- journal article
- Published by Association for Computing Machinery (ACM) in Computers in Entertainment
- Vol. 1 (1), 1-11
- https://doi.org/10.1145/950566.950591
Abstract
Responding to social, economic, and technological trends which make games the most powerful medium for reaching young learners, The Education Arcade project, based in the MIT Comparative Media Studies Program, seeks to prototype games that teach, develop curricular materials which support existing commercial titles, and help prepare teachers to use games in the classroom. This article reports on the first three prototypes that are producing -- Supercharged! (electromagnetism), Environmental Detectives (environmental science) and Revolution (American History).Keywords
This publication has 2 references indexed in Scilit:
- What video games have to teach us about learning and literacyComputers in Entertainment, 2003
- Log on education: science in the palms of their handsCommunications of the ACM, 1999