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Augmented LearningResearch and Design of Mobile Educational Games$
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Eric Klopfer

Print publication date: 2008

Print ISBN-13: 9780262113151

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262113151.001.0001

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Educational Innovation through Time

Educational Innovation through Time

Chapter:
(p.1) 1 Educational Innovation through Time
Source:
Augmented Learning
Author(s):

Eric Klopfer

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262113151.003.0001

This chapter discusses schools and education reform, and how technology fits into the academic world. It considers the perception that schools in the United States are unable to provide students with the necessary skills to meet the demands of the global economy. It identifies the information technology competencies (FITness) that are critical to being prepared for the modern world, both in the workplace and out. The discussion then turns to how mobile games can help develop FITness skills.

Keywords:   education reform, education policy, technology, information technology competencies, mobile games, learning

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