The conference for people who code for libraries. An annual gathering of technologists from around the world, who largely work for and with libraries, archives, and museums and have a commitment to open technologies.
This page, from the The Center for Innovative Research in Cyberlearning (CIRCL), offers information on the emerging field of games-based learning and the potential of computer games and virtual reality to enhance classroom instruction. A topic overview looks at the varying use of games in this context, including purpose-designed educational games, the use of gaming elements to inform instructional design, and the identification and use of curricular topics present in popular games. An issues list includes an introduction to some of the challenges of games in education, including assessment of learning, balancing learning and play in the classroom setting, addressing many of the problematic social and cultural issues surrounding games and gaming culture, and teacher training, amongst others. The site also offers substantial lists of further resources and readings for instructors interested in the topic.
The conference for people who code for libraries. An annual gathering of technologists from around the world, who largely work for and with libraries, archives, and museums and have a commitment to open technologies.
Supported by the National Science Foundation’s Advanced Technological Education (NSF ATE) program, HI-TEC is a national conference on advanced technological education where secondary and postsecondary educators, counselors, industry professionals, trade organizations, and technicians can update...
We are excited to announce the release of the ATE Impacts 2022-2023 book. Copies can be ordered online through the ATE Impacts website, and digital copies of the book can be accessed there as well. The digital copies are viewable across all devices....