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Cyberlearning Workshop on
Modeling, Simulation and Gaming Technologies Applied to Learning

27-29SEP04

Questions

<< back to Cyberlearning Workshop home page

  1. What is the potential of these technologies for learning of science, technology, engineering and mathematics (STEM)? Could they enable new kinds of learning?
  2. 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?
  3. Who are leading players in the field as a researcher or a developer?
  4. Who has a stake in the future of the application to learning and why?
  5. Name some areas of research that would advance the application of the technology to learning in five to ten years.
  6. What should NSF's role be in promoting the application of this technology to learning in the next five to ten years?
  7. Are there 3-5 key citations you would recommend?

 

 


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