Augmented Learning

Research and Design of Mobile Educational Games

Eric Klopfer

The MIT Press Cambridge, Massaschusetts London, England ( 2008 Massachusetts Institute of Technology

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Library of Congress Cataloging-in-Publication Data

Klopfer, Eric. Augmented learning : research and design of mobile educational games / Eric Klopfer. p. cm. Includes bibliographical references and index. ISBN 978-0-262-11315-1 (hardcover : alk. paper) 1. Educational games—Data processing. 2. Educational games—Design and construction. 3. Simulation games in education—Design and construction. 4. Mobile computing. 5. Pocket computers—Programming. I. Title. LB1029.G3K585 2008 371.3307—dc22 2007032260

10987654321 Index

AAAS. See American Association for the core engine for, 158, 171 Advancement of Science future of, 171 Access issues, 134, 222 heavy and light augmentation, 91–94, Adventure quests, 49 224 Age groups outdoor-based, 133, 158 flexibility of games across, 79–81 Augmented reality experiences, 176– AGPS. See Assisted GPS 177 Alien Contact, 126 discussion, 177–181 Alternate reality games (ARGs), 51–52, Augmented reality handheld games 56 (ARHGs), 94 ‘‘puppetmasters’’ in, 52 Augmented virtuality, 92 American Association for the Advance- Authenticity, 95, 103–107, 123–125, ment of Science (AAAS), 163 129–146 America’s Army, 29 amplifying, 224 Animal Crossing, 49 for diverse audiences, 138–141 Appeal of mobile gaming, 54 Outbreak @ the Institute, 133–138, Apple IIs, 23 168–170 AR. See Augmented reality games quantifiable outcomes, 130–133, Area Code, 52 146 ARGs. See Alternate reality games verifying, 141 ARHGs. See Augmented reality handheld Avatars, 60 games becoming more realistic, 107 ARQuake, 93 designing, 105 Assisted GPS (AGPS), 48–49 programmed, 89 Atari, 40 virtual worlds based on, 100 Kids, 27 Audio cues, 94, 107 Baby boomer generation, 54 Augmented reality (AR) games, 49, 100– education of, 3 101, 105–106, 109–127, 133, 176– Backstory, 115–116 181 Badge platform, 177–181 collaborative learning in, 149–153 Bandai, 197–198, 203 240 Index

Beast, The, 51, 57 Children. See Early childhood games Being Fluent with Information Technology, ‘‘Chocolate covered broccoli,’’ 24, 26, 219 6 Classroom Bejeweled, 46 technology in, 68–71 Benford, Steven, 50 time in, 26 Big Brain Academy, 55 Client-server architecture, 133, 228 ‘‘Big Games,’’ 52 Cloudmakers, 51, 56–57 Biology instruction, 1–3, 73–75 Code cracking, 57–58 Blades of Magic, 47 Colella, Vanessa, 59 Blast Theory, 50 Collaboration, 7, 11, 40, 227. See also Blogs, 12, 58 Team approach Bluetooth, 227 designing for, 147–171 Boston Museum of Science, 163, 165, tools for, 12 182 Collaborative learning BotFighters, 49 in augmented reality games, 149–153, Brain Age, 42, 54–55 170 Bulletin boards, 228 components of, 151 training in, 153–157 ‘‘Can You See Me Now,’’ 50 Comfort zone, taking players out of, Cascading events, 159 139–141 Case studies Command and control structure, biology instruction, 1–3, 73–75 reconstructing, 140 cross-disciplinary instruction, 76–77 Commercial off-the-shelf (COTS) games, environmental protection, 87–100 17, 83, 92, 95 evolution of Darwin’s finches, 203– Communication skills. See also Complex 220 communication genetics class, 64–69 natural, 222–223 grouping students, 77–81 necessity of, 6, 144 outbreak scenario, 129–141, 158–162, promoting diverse forms of, 225 185–186 specialized, 39 physics classes, 19–21 with varied audiences, 7, 11 problem solving, 147–148 Communities siting a level-4 biosafety laboratory, knowledge-building, 156 182–196 of practice, 224 using computer rooms, 61–64 Competencies Casual experiences, creating deep, 225 in ‘‘higher order’’ thinking, 4, 225 Cell phones, mobile gaming on, 10, 45– minimum, 4 48, 92 Competitiveness, of America, 3–5 Change factors Complementary information, jigsawing anticipating, 227 of, 137 schools’ resistance to, 70 Complex communication, a skill Charles River City (CRC), 158–162 demanded in today’s world, 6, 8, 11, Cheok, Adrian, 50 173–174, 179 Index 241

Complexity Data beaming, 159–160, 165 managing, 7–8, 10, 227 Decisions, making well-informed, 101– stochastic nature of, 82 102, 106, 205, 212 Computer labs Dede, Chris, 158 maintaining, 69 Design problems with, 61–64, 71 of avatars, 105 Computers. See Handheld computers; of ‘‘lightweight’’ technologies, 71 Personal digital assistants (PDAs); minimalist, 35 individual computers of mobile learning games, 60, 223–225 Computing platforms, 9, 33 Didactic teaching, place in learning Com2uS, 47 theory, 19 Connectivity, 95 ‘‘Digital natives,’’ 31 Constructivist theory, 12, 139 Documents, 126 Content electronic, 96, 183–184, 185, 193 ‘‘as cover,’’ 19, 21 Dormant gamers, 42 changes in, 1–2 D-pad controller, 33, 54 in educational games, 18–21 Drill-and-practice activities, disguised as importance in applications, 109, 225 games, 26 relocating, 114–117 Durrant, John, 182 ‘‘tyranny of,’’ 18, 26 Content-based learning goals, shifting E-learning. See Learning away from, 141–143 EA. See Electronic Arts Context sensitivity, 95 Early childhood games, persistent Conversation, 99–100. See also Face-to- market for, 26–27 face interactions Edge Awards, 54 Cooties, 58–59 Education. See also Remedial education Core engine, for AR games, 158, 171 calls for reforming, 3–5 Costa, Barbara, 182 modern, 5–8, 70–71 COTS. See Commercial off-the-shelf Education Arcade, The, 30 games Educational games CreateAScape, 59 biggest initiative in, 31 Credibility, 190–191 content and process in, 18–21 Crisis situations, 139–140 defining, 16–18 Cross-platform gaming, 47. See also exceptional, 26–28 Platforms message about the value of, 17 Customization, 39, 105 next generation, 31–32 of games, 82–83, 110 other names for, 15–16 Cyberskills, 57–58 poor, 25, 55, 220 research on, 17–18 Dance Dance Revolution (DDR), 48 skepticism about, 13–21, 62 Dance Star, 48 studying in college, 23–32 Darwin, Charles, 204 superiority over didactic approaches for Darwin’s finches, evolution of, 203–220 teaching process skills, 19 242 Index

Educational system FITness. See Fluency with Information expanded mission of, 3–4 Technologies harsh criticism of, 5–6 Flash Lite, 46 new challenges to, 3–4 Floodgate Studios, 45–47 ‘‘Edutainment’’ games, 24 ‘‘Flow,’’ activities leading to, 83 Efficient learning, 120–121 Fluency with Information Technologies Ekahau, 134 (FITness), 6–8, 10, 19, 98 Electronic Arts (EA), 31, 33, 46, 51, 54 Football, 34–36 Employers, needing to provide remedial Freddie the Fish, 27 education, 4, 30 Frequency 1550, 59 Engaging students, in their own Friedman, Thomas, 5 learning, 9, 83–86, 95, 217–219, Full Spectrum Warrior, 28–29 225 Furby, 198, 202 Environmental Detectives (ED), 87– Future 100, 110–127, 152–157, 163, 227 of ‘‘augmented reality’’ games, 171 Environments, immersive, 12 of mobile learning games, 228 Epistemic games, 123–124 of research, 127 EverQuest Online Adventures, 151 Future learning, preparation for, 20 Evolution learning about, 213–217 Game board, using the real world as, 94 role of mutations in, 214–215 Game Boy platform, 10, 60 stabilizing selection, 215 Link cable for, 39 Expecting the unexpected, 7, 11 successors to, 40–42 Experience Music Project, 162 Game creation Expert skills demanded in today’s world CreateAScape, 59 creating games that stress particular, MediaScapes, 59 19–20 Game families expert thinking, 6, 8, 11, 175 FIFA, 54 Exploratorium, 162–163 Freddie the Fish, 27 JumpStart, 27 Face-to-face interactions, 35, 107, 218– Madden, 33, 46, 54 219 Mario, 24, 37–38, 54 technology-enabled, 70, 223, 225 Math Blaster, 27 Far transfer, 56 Mendel’s Lab, 62 Federation of American Scientists (FAS), Putt Putt, 27 31 Reader Rabbit, 27 Feedback Touch! Generations, 55 from other players, 187, 189 Zelda, 36–37, 54 from a system model, 143 Game items, 137 Fermi questions, 181 Game-to-person interaction, 36 Field trip model, 127 Game play FIFA, 54 asynchronous, 218–219 Fishlabs, 47 enhancements to, 228 Index 243

Game players. See also Multiplayer games fictionalized, more or less, 126 attachment to their virtual pets, 217– Football, 34–36 219 Frequency 1550, 59 categories of, 42 Full Spectrum Warrior, 28–29 dormant gamers, 42 Grand Theft Auto, 54 learning from and teaching each other, Halo 2, 51 39 Harvest Moon, 49 leisure gamers, 42 Human Pacman, 50, 93 power gamers, 42 I Love Bees, 51 social gamers, 42 IMO: The World of Magic, 47 synchronized in real time, 133 The Incredible Machine, 24–25 taking out of their comfort zone, 139– Into the Blue, 40 141 The Island of Dr. Brain, 24–25 Gamers. See Game players Juggler, 37 Games. See also Educational games; LeapPad, 27 Mini-games Leapster, 27 adapting to different styles, 39 Live Long and Prosper, 65–68, 73, 83– Alien Contact, 126 84 America’s Army, 29 location-based, 48–50, 59, 93, 95 Animal Crossing, 49 The Logical Journey of the Zoombinis, ARQuake, 93 24–25, 55 The Beast, 51, 57 Mad Countdown, 50 Bejeweled, 46 Majestic, 51 Big Brain Academy, 55 Making History, 31 Blades of Magic, 47 Math Blaster, 23–24, 26, 32 BotFighters, 49 MobileGame, 59 Brain Age, 42, 54–55 MoPets, 45 ‘‘Can You See Me Now,’’ 50 Mystery @ the Museum (M@M), 162– Charles River City (CRC), 158–162 168 commercial off-the-shelf, 17, 83, 92, NetsWork, 77–80 95 Neverwinter Nights, 149 Cooties, 58–59 Nintendogs, 43, 45, 55, 200–201 customizing through nontechnical Nomic, 13 means, 82–83, 105 Number Munchers, 23–24 Dance Star, 48 Oregon Trail, 23–25, 220 defining in schools, 14–16, 222 Outbreak @ the Institute, 133–138, defining success at, 130, 141–146 146, 168–170 for early childhood, persistent market PacManhattan, 52 for, 26–27 Palmagotchi, 60, 203–220 Environmental Detectives (ED), 87– Pirates, 50 100, 110–127, 152–157, 163, 227 Pirates of the Caribbean Multiplayer, epistemic, 123–124 47 EverQuest Online Adventures, 151 Plundr, 52 244 Index

Games (cont.) Graphics, 3D high-definition, 53 Poke´mon, 39, 175 Growing Artificial Societies,73 POSIT, 182–196, 227–228 Quest Atlantis, 149–150 Halo 2, 51 Revolution, 149 Handheld computers, 9, 227 rise of serious, 28–30 applicability of, 109–110 rule-changing, 13 Handheld games, 12, 162, 227. See also Savannah, 59, 94, 126 Educational games; Games The Shroud, 49 dawn of, 34–36 SimCity, 26 ‘‘great moments in,’’ 33–52 Skills Arena, 60 not a panacea, 12 solitaire, 46 playing nicely with other technologies, Sonic, 24 12 Space Invaders, 23 social dimension of, 36 Street Duel, 47 Harvest Moon, 49 Sugar and Spice, 73 Headphones, 94, 163 Tetris, 38, 46 Heavy augmentation, 91–94 ‘‘thinking,’’ 32 Hewlett Packard, 59 Tit for Tat, 86 Hi-Ce group, 58 Triangler, 48 Histograms, 188 The Typing of the Dead, 25–26 Human Pacman, 50, 93 Uncle Roy All Around You, 50 Humongous Entertainment line, 27 Virtual U, 29 ‘‘Hybrid reality’’ games, 49, 92 Virus, 82, 84–86, 133, 177 Webkinz, 200–201 I Love Bees, 51 Where in the World Is Carmen iCampus initiative, 94 Sandiego, 26 ICT Fluency and High Schools,6 World of Warcraft, 54 Ig Noble award, 197 Games to Teach project, 30, 94 Immersive technologies, 12, 53, 92–93. Gaming spaces See also Virtual worlds Second Life, 12–13 IMO: The World of Magic, 47 The Sims, 13, 133 Improbable Research, 198 Gaming technologies, providing rich Incredible Machine, The, 24–25 learning environments, 8 Individuality, 95 Gee, Jim, 56 Information Gender divide, crossing, 44 beaming, 159–160, 165 Gigapets, 198 combining quantitative and Goals. See Success in games qualitative, 98 ‘‘Goals,’’ 13–14, 83–84 complementary, 137 GPS information, games taking complexity of, 173–174 advantage of, 48, 52, 96, 110, 113, event-based, 94 134, 158, 227 opportunistic, 196 Grand Theft Auto, 54 public display of, 179 Index 245

redundancy of, 137 Knowledge Adventure, 27 social/subjective, 89 Knowledge-building communities, 156 trustworthiness of, 190 Knowledge-building software, 12 virtual, 92, 121 Information structures, organizing and Language arts, 173–174 navigating, 7, 11 Laptop programs, 64 Information technologies (IT) LCD-based games, 36–37 designing ‘‘lightweight,’’ 71 Leapfrog, 27 overlap with skills demanded in today’s LeapPad, 27 world, 6, 148 Leapster, 27 presenting both the problem and the Learner-perceived relations, 103–104 solution, 8–10 Learning. See also Collaborative learning; thinking abstractly about, 7, 11, 227 Writing instruction Infrared beaming, 165, 227 about evolution, 213–217 Infrared tags, 164 deep versus superficial, 21, 226 Innovation efficient, 120–121 factors inhibiting, 46–47 e-learning defined, vii in learning technologies, 70–71 engaging students in, 9, 83–86, 95, recognition of, 54 217–219, 225 Instant messaging, 227–228 independence in, 174 Intellectual landscape, created by interactive, 174 information technologies, 8 playful, 69–70 Interactions, 125, 174, 208. See also Face- preparation for future, 20 to-face interactions; Social dynamics situated, 151 International Mobile Gaming Awards, transferable, 103 47 Learning exchanges, complexity of, 19 Internet, 225–226 Learning games. See Educational games; earliest introduction into schools, 26 Mobile learning games research based on, 2, 20, 70 Learning systems, 27 Into the Blue, 40 Learning technologies Island of Dr. Brain, The, 24–25 innovations in, 70–71 IT. See Information technologies literature on, 55–58 It’s Alive, 49 taking out of the computer lab, 9 Learning theory, place of didactic Java (J2ME), 46 teaching in, 19 Jenkins, Henry, 25, 30 Leisure gamers, 42 Jigsawing, 156 Light augmentation, 91–95 of complementary information, 137 Literature Review in Games and Learning, JumpStart, 27 17 Juniper Research, 45 Live Anywhere platform, 47–48 Live Long and Prosper, 65–68, 73, 83– Kawashima, Ryuta, 54 84 Knowledge, constructing, 223 Localization spectrum, 121–127 246 Index

Location-based applications, 48–51, MMORPGs. See Massively multiplayer 59, 93, 95, 109–127, 162–165, online role-playing games 224 Mobile devices (m-learning), applicability Logical Journey of the Zoombinis, The, of, 109 24–25, 55 Mobile learning games Lovegety, 199 affordances of, 221–223 on cell phones, 10 M-learning, defined, vii designing, 60, 223–225 Macs, 23 emergence of, 58–60 Mad Countdown, 50 future of, 228 Madden, 33, 46, 54 ‘‘great moments in,’’ 33–52 ‘‘Magic circle,’’ 150–151 Mobile phones. See Cell phones Maita, Aki, 197–198 Mobilearn initiative, 59 Majestic, 51 MobileGame, 59 Making History, 31 MoPets, 45 Maps, 106, 110–112 MORPGs. See Multiplayer online role- Mario, 24, 37–38, 54 playing games Massachusetts Department of Education, Motivational tools, 30 principles guiding writing instruction, Movie tie-ins 173–174 AI,51 Massively multiplayer online (MMO) Pirates of the Caribbean,47 games, 47, 53 Multimedia, ‘‘paper-based,’’ 27 Massively multiplayer online role- Multiplayer games, 44, 47. See also playing games (MMORPGs), 148– Massively multiplayer online games 152 playing with and without opponents, Math Blaster, 23–24, 26–27, 32 47 aftermath of, 23–32 Multiplayer online role-playing games Mattel Electronics, 34–36 (MORPGs), 149–150 Means, Barbara, 25–26 Multi-User Virtual Environment MediaScapes, 59 (MUVE) experience, 100–102, 106, Memorization, 21 149, 158 ‘‘Mental calisthenics,’’ 55 Muzzy Lane software, 31 , 31, 47, 51, 94 Mystery @ the Museum (M@M), 162– , 30 168 Military-oriented games, 28–29 Mind games, 13 NAEP. See National Assessment of Mini-games, 219–220 Educational Progress MIT Media Lab, 177 NanoPets, 198 MIT Museum, 182 Nation at Risk, A,4 ‘‘Mixed Reality’’ continuum, 91–94 National Assessment of Educational Mixed Reality Laboratory, 50, 59 Progress (NAEP), 9 MMO. See Massively multiplayer online National Center for Educational games Statistics (NCES), 63 Index 247

National Center on Education and the Osterweil, Scot, 55 Economy, 5 Outbreak @ the Institute, 133–138, 146, National Commission on Excellence in 168–170 Education, 4 National Research Council (NRC), 6–7, PacManhattan, 52 58 Palm platform, 9, 59, 68–69, 203 Navigation Palmagotchi, 60, 203–220, 228 of information structures, 7, 11 birth of, 203–205 of real-world scenarios, 100–102 evolution of, 219–220 NCES. See National Center for foraging in, 209–210, 219 Educational Statistics mating in, 210–212 NCLB. See No Child Left Behind Act playing of, 205–213, 217–219 Near-real-time, 94 Pandemic Studios, 28–29 Near transfer, 56 ‘‘Paper-based multimedia,’’ 27 Neopets, 199 Parents, ‘‘learning systems’’ targeted at, NESTA Futurelab, 17, 31, 59, 94 27 NetsWork, 77–80 Parks Associates study, 42 Networks, 168 Participatory simulations (PSims), 59, for reconstructing a command and 61–86, 176–181, 203 control structure, 140 Payphones, games involving use of, 52 Neverwinter Nights, 149 PC platform, 48, 52 New Commission on the Skills of the PDAs. See Personal digital assistants American Workforce, The, 5 Pentium PCs, 23 9/11 tragedy, 51, 57 Personal communication skills, Nintendo, 54–55 necessary in today’s workplace, 6 DS, 33–34, 40–42, 54, 200 Personal digital assistants (PDAs), 9, Game Boy, 37 179–180 Game & Watch, 36, 40 games based on, 65–69, 71, 104, 134 market for, 42 location-aware, 50 Nintendogs, 43, 45, 55, 200–201 Personal engagement. See Engaging No Child Left Behind (NCLB) Act, 4–5, students; Face-to-face interactions 18, 26, 173–174 Person-to-person interactions. See Face- Nomic, 13 to-face interactions Nonplayer characters (NPCs), 89, 136, Perspective taking, 106 139, 144–146, 149, 159, 168, 184– Persuasive discourse, 174, 186–187 191, 228 ‘‘Pervasive gaming,’’ 49, 92 NRC. See National Research Council Pew Research, 226 Number Munchers, 23–24 Pirates, 50 Pirates of the Caribbean Multiplayer, 47 Occam’s razor, 81 Platforms, 9. See also individual platforms Opinions, incorporating/influencing, porting across, 9, 46, 180 179–187, 193–195 Play Research, 50 Oregon Trail, 23–25, 220 Playbe, 50 248 Index

Players. See Game players Rationales Playful learning, 69–70 complex, 179, 181 PlayStation (1 and 2), 33 evidence-based, 192–195 Plot lines, developing in real-time, 189 Reader Rabbit, 27 Plundr, 52 Real-time. See also Near-real-time Pocket PC platform, 9, 59, 162, 164, 168, players synchronized in, 133 203 Real world Poke´mon, 39, 175 importance of, 87–107 Porting across platforms, 46, 180 using as a game board, 94, 122 tools for, 46 Real-world connectedness POSIT (Public Opinions of Science using enhancing game play, 133, 150 Information Technologies), 182–196, value in learning, 64, 85–86 227–228 Real-world scenarios, 102 experiences with, 193–195 navigation of, 100–102 gaming, 187–193 solving problems in, 138, 150 Powell, Adam, 199 Reasoning, engaging in sustained, 7–8, Power gamers, 42 10, 227 Predictions, making well-informed, 215– Reflective practices, 123–124 217 Rejeski, David, 28 Preparation, for future learning, 20 Relationships Probeware, 9, 104 learner-perceived, 103–104 Problem-based learning, 25–26, 57–58, with virtual pets, 202 104–105, 138 Relevancy, in scientific fields, 2–3 Problem solving, 147–148 Remedial education, employers needing managing problems in faulty solutions, to provide, 4, 30 7–8, 10–11, 98, 227 Research in real-world scenarios, 138, 150 on educational games, 17–18 training in collaborative, 153–157, 170 future of, 127 Process skills internet-based, 2, 20, 70 in educational games, 18–21 on learning, 55–58 superiority of educational games over location-based, 50–51 didactic teaching in conveying, 19 Resnick, Mitchel, 177 Productivity applications, 109 Resource distribution, constraints on, Protocols, learningthe importance of, 141 136 ‘‘Proximal Development,’’ zone of, 150 Revolution, 149 PSims. See Participatory simulations Rhetoric, 176–181 ‘‘Puppetmasters,’’ in ARGs, 52 Riverdeep, 27 Putt Putt, 27 Role playing, 137–140, 145–146, 149, Puzzle solving, 57 164, 184, 228. See also Avatars; Nonplayer characters (NPCs) Quantifiable outcomes, 130–133, 146 distinct player roles, 159, 194–195 Quest Atlantis, 149–150 interdependence in, 167–168 Quest games, 49 nontechnological, 71–72 Index 249

stakeholders, 196 ‘‘hard’’ and ‘‘soft,’’ 6 technology-enabled, 70, 83 ‘‘higher order’’ thinking, 4, 26, 39, 225 Rule-changing games, 13 list of, 7–8, 10–11 minimum, 4 Savannah, 59, 94, 126 overlap with information technologies, Sawyer, Ben, 28 6 Scalability issues, 52 Social dynamics Scavenger hunts, 118–119, 154 interactivity, 95, 107 Scenarios of owning a virtual pet, 44, 198–199 fictional, 133, 148 in which players strategize and con- real-world, 102 struct arguments, 39 Schools Social gamers, 42 defining games in, 14–16 Solitaire, 46 resistant to change, 70 Solutions, testing, 7, 10, 227 Science Everywhere initiative, 163 Solving problems. See Problem solving; Scientific argumentation, 176 Puzzle solving Scientific methodology, teaching across Sonic, 24 disciplines, 80–82 Sony PSP handheld, 33, 40 Scoring, 191–195 Space Invaders, 23 Second Life (virtual worlds), 12–13 Spatial positioning. See GPS information Sega, 40 Standards movement, 4–5, 18 Self-preservation, 141–144 Story. See Backstory Serious games Street Duel, 47 rise of, 28–30 Students by the U.S. military, 28 as ‘‘Content Creators,’’ 226 Serious Games Initiative, 29 engaging in their own learning, 9, 83– Shroud, The, 49 86, 95, 217–219, 225 SimCity, 26 Success in games Sim farming, 49 defining, 130, 138, 141–146 Sims, The, 13, 133 determining in-game, 133 Simulations. See Educational games Sugar and Spice, 73 Situated language, 175–176 Suggestibility, 187 Situated learning, 58, 151–152, 223 System model, dynamics of, 143 opportunities for, 152 theory of, 84–85 Take-Two, 31 Skills Arena, 60 Tamagotchi, 43–44, 197–203, 219 Skills demanded in today’s world, 5–8, Tamagotchi Connections, 198 225–228. See also Expert skills Teachers cognitive abilities, 7, 12 enabled to direct activities, not the complex communication, 6 technology, 72, 82–83, 222 developing through game play, 17–18 unlikely to promote process-oriented expert thinking, 6, 8, 11, 175 games, 25–26 fundamental and transferable, 20 Team approach, 57, 140, 144, 148 250 Index

Technological advances. See also , biggest initiative in Information technologies (IT) educational games in, 31 anticipating, 7, 11 U.S. government, research into the in the classroom, 68–71 impact of games on education, 30 client-server, 133, 228 U.S. military immersive, 92–93 Army releases, 28–29 Technology Forum, The, 182 serious games by, 28 Testing, emphasis on standardized, 18 Variables, testing, 81–82 Tetris, 38, 46 Video, chats using, 107 Thinking Video games. See also Educational games; expert, 6, 8, 11, 175 Games ‘‘higher order,’’ 4, 26, 39, 225 award-winning, 53–60 ‘‘Thinking games,’’ 32 potential in education, 8, 227 Thinking Tags. See Badge platform violent, 17 3D worlds Violence. See Video games high-definition graphics, 53 Virtual characters. See Role playing immersive, 53 Virtual communication, improvements Time flexibility, 222, 225 in, 107 Tit for Tat, 86 Virtual equipment, 164, 184 Tools Virtual information, 92, 121 for collaboration, 12 Virtual interviews, 96 ecology of, 12, 221 Virtuality, augmented, 92 in-game, 169 Virtual pets, 44–45, 197–203 motivational, 30 players’ attachment to, 217–220 for porting across platforms, 46 Web sites for, 201–202 Touch! Generations, 55 Virtual responsibility, 43–44 Tough Choices or Tough Times,5 Virtual samples, 96 Training Virtual U, 29 for applied tasks, 28 Virtual worlds, 12, 53, 85, 89–90, 102– in collaborative problem solving, 153– 107 157 -based, 100 Transferable skills immersive, 53 challenge to education, 56, 227 Virus, 82, 84–86, 133, 177 demanded in today’s world, 20, 223 Voice over Internet Protocol (VoIP), 222 promoting greater, 56, 103 Triangler, 48 Walkie-talkies, 153, 156 ‘‘Trojan mouse,’’ 12 Webkinz, 200–201 Turkle, Sherry, 202 Where in the World Is Carmen Typing of the Dead, The, 25–26 Sandiego, 26 Wi-Fi networks used in games, 33, 52, Ubiquitous gaming, 93 134, 163–164, 168, 208, 227 Uncle Roy All Around You, 50 Wii, 54 Index 251

Wikis, 12 Williams, Donna, 199 Windows Mobile platform, 9 Wiz Company, 197 Woodrow Wilson International Center for Scholars, 28 Word games, 14 Workforce, requiring remedial educa- tion, 4, 30 Working together. See Team approach World Is Flat, The,5 World of Warcraft, 54 Writing instruction, 173–196 principles guiding, 173–174

XBox platform, 33, 48

Yokoi, Akihiro, 197 Yoon, Susan, 177, 181

Zelda, 36–37, 54 ‘‘Zone of Proximal Development,’’ 150