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November 14, 2006

A report has recently been made available that summarizes findings and recommendations from a 2005 summit on games for education attended by the Federation of American Scientists (FAS), the National Science Foundation (NSF) and the Entertainment Software Association (ESA).

Key findings from the report:

- Many video games require players to master skills in demand by today's employers.
- There are differences between games for education and games for entertainment.
- A robust program of research and experimentation is needed to enhance development of educational games by stimulating transfer of the art and technologies of video games to education and learning systems.
- High development costs in an uncertain market for educational innovations make developing complex high-production learning games too risky for video game and educational materials industries.
- Several barriers inhibit the markets for education games.
- Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational games.
- Outcome data from large-scale evaluations of educational games are needed to demonstrate that these technologies are equal to or offer comparative advantage vs. conventional instruction methods.


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Originally posted by lisa@socialstudygames.com from socialstudygames.com, remediated by yatta on Nov 14, 2006 at 2:16 PM


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