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Learning Science Through Computer Games and Simulations
investigate how to optimize educational contexts for simulationsand games—including alternative technologies and platforms,teacher preparation and professional development, and curricularsupports—for different populations of K-12 and adult learners.
Government agencies and foundations may consider the potentialbenefits of providing sustained support for such partnerships.
Government agencies and foundations may consider the potentialbenefits of funding research and development of new models fordelivering learning opportunities through simulations and gamesthat can be self-sustaining and reach a broad audience.
Researchers in the software and gaming industries, governmentagencies, and academic institutions should continue their researchand development of new, open-source authoring tools to facilitatedevelopment 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.