Online identity adopted by students and teachers when playing games or participating in virtual reality simulations.
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Knowing how to use data, models, simulations, and algorithmic thinking to formulate and solve problems.
Computational thinking
Academic learning included within the structures of online or software and app-based game formats.
Serious games
Areas in schools and libraries devoted to enabling students to design, tinker, invent, and construct based on their ideas and interests.
Learning or entertainment activities, often featuring virtual worlds, avatars, and competition for points and a winning score.
computer- and web-based games
Online identity adopted by students and teachers when playing games or participating in virtual reality simulations.
Virtual reality (VR)
Sequence of written commands that tell a computer what a programmer wants the machine to do.
Coding
Recreations of real-world situations and settings in a game-like format.
Simulation games
A do-it-yourself community where people create and build objects of all kinds with electronics, robotics, smart materials, and 3-D printers.
Maker movement
Using games to teach academic content to students.
game-based learning
Online learning environments where students interact as game players, often through the use of avatars.
Virtual Worlds
Software that allows teachers and students to create an object and make it do things in response to programmed instructions.
object-oriented programming
Students learning academic information without realizing they are doing so; often embedded in game play.
Stealth learning
Approach to instruction in classrooms emphasizing learning by making.
Maker-based learning
Games that are downloaded to a personal device; see also Internet-based games.
desktop-based games