Chapter 8
Chapter 8
Chapter 8
100

Online identity adopted by students and teachers when playing games or participating in virtual reality simulations

What is Avatar? 

100

Students and teachers designing, constructing, and using robots as part of a school curriculum

What is Robotics?

100

Academic learning included within the structures of online or software and app-based game formats

What is serious games?

200

Using game playing to motivate people to use technology for specific purposes, such as buying a product or learning a skill

Gamification

200

Issues that do not have easy or simple solutions

Ill-structured problems

200

Approach to curriculum and instruction organized around problems or issues for students to solve


What is Problem-Based learning?

300

Games that are downloaded to a personal device

Desk-top based games

300

Approach to instruction in classrooms emphasizing learning by making

Maker-based learning

300

Computer-based three-dimensional environments for students and teachers to explore interactively

Virtual Reality

400

Sequence of written commands that tell a computer what a programmer wants the machine to do


Coding

400

Students learning academic information without realizing they are doing so; often embedded in game play

Stealth-Learning

400

Software that records and extends thinking and brainstorming with pictures and webs

Visual thinking and concept mapping tools

500

Software that allows teachers and students to create an object and make it do things in response to programmed instructions


Object-oriented programming

500

Online learning environments where students interact as game players, often through the use of avatars

Virtual Worlds

500

Areas in schools and libraries devoted to enabling students to design, tinker, invent, and construct based on their ideas and interests

Makerspaces

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