Abstract
This chapter looks at how computers change what it means to think and thus what it means to learn. It begins by looking at Digital Zoo, a game developed by researcher Gina Svarovsky at the University of Wisconsin.1 In the game, players become biomechanical engineers and design virtual creatures. Along the way, they learn about science and engineering. The computer plays a central role in this process, as players learn fundamental physics concepts in collaboration with the machine.
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© 2006 David Williamson Shaffer
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Shaffer, D.W. (2006). Knowledge: Digital Zoo. In: How Computer Games Help Children Learn. Palgrave Macmillan, New York. https://doi.org/10.1057/9780230601994_3
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DOI: https://doi.org/10.1057/9780230601994_3
Publisher Name: Palgrave Macmillan, New York
Print ISBN: 978-0-230-60252-6
Online ISBN: 978-0-230-60199-4
eBook Packages: Palgrave Social & Cultural Studies CollectionSocial Sciences (R0)