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Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an in-school program using game techniques to teach science literacy. Although there are yet to be mature examples of gamebased learning programs integrating all of these elements, these programs suggest a future of schooling very different from today's current path.
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Stored only when both papers are in the corpus — 139 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.