Research & Relevant Links
One of the pioneers of using Virtual Immersive Learning Environments was the Department of Defense where it was found that users had a better recall of facts information and spoken text more accurately than printed text. This was further reiterated by a host of Educational researchers from Dr.Chris Dede at Harvard, to White ( 1992), Bransford, Brown Cocking (2000), Linn ( 1997, 2003), Rickard ( 2004) , Munger ( 2005 ) and others.
The Federation of American Scientists/ESA/NSF Summit on Educational Games 2005 also pointed out that students remember only 10% of what they hear,20% of what they read, 30% if they see related Visuals and 50% if they watch someone do while explaining BUT 90% if they do it themselves even as a simulation !
It is the success of these research efforts and similar extremely effective implementations in the Corporate world, that Aten Intelligent, brings to create more meaningful learning experiences for our Children.
The verdict is out that computer-based interaction can contribute toward
pedagogical learning at the formative ages of adolescence (Wartella, et al, 2002).
Simulations/computer-based models are an extremely powerful resource for the advancement and application of science learning (Linn, 1997; 2003)
Students immersed in interactive computer ‘microworlds’ may acquire hands-on and minds-on experiences that allow them to develop a deeper understanding of science concepts (White,1992; Bransford, Brown & Cocking,2000).
Rickard (2004)-gaming provides learners the opportunity to learn by doing, experience situations first-hand, and role-play.
This notion was again supported by research that suggested that online gaming an open a door to computer literacy, “leading to potential technology careers” (Chue, Hetter, Edidio, and Mishra, 2004).
Munger (2005) reported that video games improved student performance in reading comprehension, spelling, and math.?
Dr. Chris Dede
http://isites.harvard.edu/icb/icb.do?keyword=chris_dede
http://www.gse.harvard.edu/faculty_research/profiles/profile.shtml?vperson_id=311
http://rezedhub.ning.com/forum/topic/show?id=2047896:Topic:3042
http://knowledgeloom.org/gmott/cdede_intvw.html
http://gl2010.wikispaces.com/file/view/short+Dede+1-1.pdf
White
http://thinkertools.org/Pages/who.html
http://depts.washington.edu/edtech/FrederiksenWhiteGut.pdf
John D. Bransford, Ann L. Brown, and Rodney R. Cocking
(How People Learn: Brain, Mind, Experience, and School Committee on Developments in the Science of Learning)
http://en.wikipedia.org/wiki/John_D._Bransford
http://www.facebook.com/pages/John-D-Bransford/143501802328808
http://faculty.washington.edu/bransj/
http://en.wikipedia.org/wiki/Ann_Brown
http://texts.cdlib.org/view?docId=hb1r29n709&doc.view=frames&chunk.id=div00007&toc.depth=1&toc.id=
http://www.facebook.com/people/Ann-L-Brown/1660483354
http://www.nap.edu/openbook.php?record_id=9853&page=349
http://hopper.unco.edu/hauk/med700/HPL_Chapters3-4-5-ebook.pdf
Robert l Linn
http://www.colorado.edu/education/faculty/robertlinn/
http://www.colorado.edu/education/faculty/robertlinn/vitae.html
http://www.cse.ucla.edu/about/ssearch.asp?staff=linn
http://research.cse.ucla.edu/Reports/TECH490.pdf
http://www.bookfinder.com/author/robert-l-linn/
Dr Tony Rickards
http://www.adwc.hct.ac.ae/mathcon2007/bio_tony_rickards.asp
http://smec.curtin.edu.au/staff/rickards.cfm
http://www.springerlink.com/content/73611n514040jq62/
Munger
http://scienceblogs.com/cognitivedaily/2005/04/can_video_games_stimulate_acad.php






Research