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Are certain technologies in gaming and simulations more disruptive than others?

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Are certain technologies in gaming and simulations more disruptive than others?

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Derryberry: As virtual worlds and simulations become more ubiquitous, we’re also going to see that productivity and learning are going to be knitted more and more closely together. So that, when you bring people together in a virtual world, it won’t just be for a learning experience and then later they come back and do what they learned together. We’re going to be learning at the same time as we’re doing. That will be a huge disruption. Quinn: Maybe the disruptive thing is debunking that [games are] just for Generation Y. We realize that the classroom and that whole event-based model of learning is just broken. We [ask], “What is good learning?” Oh, it’s deeply immersive, contextualized, meaningful practice. We just described a game. So it’s the best learning for everybody, not just for Generation Y. What are some of the drivers that will help get these new innovations implemented? Derryberry: In some sort of backhanded way, the downturn in our economy may be helpful to people who are

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