Related Experiment Video
Updated: May 13, 2026

Development of an Audio-based Virtual Gaming Environment to Assist with Navigation Skills in the Blind
Published on: March 27, 2013
Games for learning: vast wasteland or a digital promise?
Michael H Levine1, Sarah E Vaala
1Joan Ganz Cooney Center at Sesame Workshop, New York, USA. michael.levine@sesame.org
Abstract:
Research about emerging best practices in the learning sciences points to the potential of deploying digital games as one possible solution to the twin challenges of weak student engagement and the need for more robust achievement in literacy, science, technology, and math. This chapter reviews key cross-cutting themes in this special volume, drawing perspective from the context of the current United States program and policy reform. The authors conclude that digital games have some unique potential to address pressing educational challenges, but that new mechanisms for advancing purposeful research and development must be adopted by both policymakers and industry leaders.
Related Concept Videos
Escape Velocity
To calculate the escape velocity, it is assumed that no energy is lost to any frictional forces. In practice, a satellite launched from...
Amnesia
The severity and duration of memory loss vary depending on the type and underlying cause. Amnesia is classified into two main types: retrograde and anterograde.
Retrograde amnesia is marked by the loss of memories formed before the onset of the condition. Patients may recall distant past events but often forget those occurring shortly before the incident.
Anterograde...
Unrealistic Optimism Bias
What is Natural Selection?
Explicit Memories
Episodic memory contains information about personally experienced events and is reported as a story. An example of episodic memory is recalling a birthday celebration. This type of memory includes the what, where, and when of an event, as...
Purposive Learning

