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Learning Science Through Computer Games and Simulations (2011)
Board on Science Education (BOSE)

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. "7 Research Agenda for Simulations and Games." Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press, 2011.

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Learning Science Through Computer Games and Simulations
  • investigate how to optimize educational contexts for simulations and games—including alternative technologies and platforms, teacher preparation and professional development, and curricular supports—for different populations of K-12 and adult learners.

  • Government agencies and foundations may consider the potential benefits of providing sustained support for such partnerships.

  • Government agencies and foundations may consider the potential benefits of funding research and development of new models for delivering learning opportunities through simulations and games that can be self-sustaining and reach a broad audience.

  • Researchers in the software and gaming industries, government agencies, and academic institutions should continue their research and development of new, open-source authoring tools to facilitate development of games and simulations.

The research agenda outlined in this chapter is meant to provide guidance to active and prospective researchers, simulation and game developers, commercial publishers, and funders. However, games and simulations designed for science learning are played and used by a wide variety of individuals in rapidly changing markets. In the future, this research agenda may change with advances in technology, shifts in consumer preferences, and changes in the education environment. The committee expects that, if implemented, the research agenda will have to adapt and evolve in tandem with the evolution of the field of educational simulations and games.

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