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  1. Added Oct 06, 2008 by julieerose and 1 other
    debate between whether video games can help lure in readers to books and/or improve their reading skills generally -- not much research out there
  2. Added Oct 03, 2008 by libbypokel
    The Smithsonian American Art Museum is launching an alternate reality game (ARG) called "Ghosts of a Chance." "Ghosts" aims to welcome gamers and non-gamers alike to play through a storyline that traverses virtual and physical worlds. Nina Simon's blog coverage provides some great behind-the-scenes info and links. See the actual game at http://www.ghostsofachance.com/.
  3. Added Oct 01, 2008 by lesliestebbins
    private sector developing immersive, multi-player video game designed specifically to teach standards-based science concepts
  4. Added Sep 30, 2008 by cherylforman
    The U.S. Army and Project Lead the Way are partnering to use the America's Army PC game platform currently used as a soldier training tool to enhance science and engineering curricula in middle and high schools across the country.
  5. Added Sep 24, 2008 by sarahfield
    Describes ways that teachers currently use video games in the classroom, and discusses Quest to Learn, a proposed New York City public school with a game-centered curriculum.
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  6. Added Sep 24, 2008 by rozgater and 2 others
    a description of games that kids were learning science from, but in this case we go from Hollywood straight to the teenagers, bypassing any intentional educational intervention at all
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  7. Added Sep 20, 2008 by libbypokel
    Nintendo's second Chibi-Robo game (released 2007) marketed as its first "eco-game" for kids. Players help Chibi earn "Happy Points" by cleaning up a park and performing eco-friendly deeds.
  8. Added Sep 17, 2008 by abievans
    How videogames affect cognitive skills
  9. Added Sep 16, 2008 by mniemitz
    Teens, Video Games and Civics - Report from the Pew Internet and American Life Project
  10. Added Sep 16, 2008 by mniemitz
    Forget differences in race, income or ethnicity--virtually all American teens play video games. That's the verdict of a new study from the Pew Internet and American Life Project that renders the digital divide almost nonexistent when it comes to video games, including computer, console and mobile games.
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