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Cyberlearning Workshop on
Modeling, Simulation and Gaming Technologies Applied to Learning
27-29SEP04
Questions
<<
back to
Cyberlearning Workshop home page
- What is the potential of these technologies for learning of science,
technology, engineering and mathematics (STEM)? Could they enable new kinds
of learning?
- What are examples of products or prototypes that you think represent a
significant future trend? (Provide enough information for us to follow up on
details.) Are these products or prototypes (as a category) designed to
enable learning of particular STEM content? Are these products or prototypes
designed for particular types of learners (age group, informal/ personal
leisure/formal, gender, other characteristics such as particular learning
preferences)? What technology infrastructure is needed or assumed for
large-scale use, in either formal (e.g., school) or informal (e.g., museum
or home) learning environments?
- Who are leading players in the field as a researcher or a developer?
- Who has a stake in the future of the application to learning and why?
- Name some areas of research that would advance the application of the
technology to learning in five to ten years.
- What should NSF's role be in promoting the application of this
technology to learning in the next five to ten years?
- Are there 3-5 key citations you would recommend?
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