Online identity adopted by students and teachers when playing games or practicing in virtual reality simulations
Avatar
Areas in schools and libraries devoted to enabling students to design, tinker, invent, and construct based on their ideas and interests
Makerspace
Using games to teach academic content to students
Game-based Learning
Computer-based three-dimensional environment for students and teachers to explore interactively.
Virtual reality (VR)
A do-it-yourself Community where people create and build objects of all kinds with electronics, robotics, smart materials, and 3D printers
Maker Movement
Using game playing to motivate people to use technology for specific purposes, such as buying a product or learning a skill.
Gamification
Online learning environments where students interact as game players, often through the use of Avatars
Virtual worlds
Marker-based learning
Academic learning is included within the structures of online or software and app-based game formats
Serious Games
Software that records and extends thinking and brainstorming with pictures and webs
Visual-thinking and concept-mapping software and apps
3-D printing
Recreations of real-world situations and settings in a game-like format.
Simulations Games
Students and teachers designing, constructing, and using robots as part of a school curriculum
Robotics
Approach to curriculum and instruction organized around problems or issues for students to solve
Problem-based learning
Students learning academic information without realizing they are doing so, often embedded in game play
Stealth Learning