Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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Publisher : IGI Global
ISBN 13 : 1799872734
Total Pages : 958 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Lane, Carol-Ann

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning written by Lane, Carol-Ann and published by IGI Global. This book was released on 2022-01-07 with total page 958 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Acquiring 21st Century Literacy Skills Through Game-based Learning

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Publisher :
ISBN 13 : 9781799872726
Total Pages : pages
Book Rating : 4.8/5 (727 download)

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Book Synopsis Acquiring 21st Century Literacy Skills Through Game-based Learning by : Carol-Ann Lane

Download or read book Acquiring 21st Century Literacy Skills Through Game-based Learning written by Carol-Ann Lane and published by . This book was released on 2022 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book offers findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century, highlighting research in discovering new pedagogical boundaries by focusing on ways that youth learn from digital sources such as video games"--

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 1

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Publisher : Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN 13 : 9781668449790
Total Pages : 700 pages
Book Rating : 4.4/5 (497 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 1 by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 1 written by Carol-Ann Lane and published by Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. This book was released on 2021-12-13 with total page 700 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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Author :
Publisher : Information Science Reference
ISBN 13 : 9781799872719
Total Pages : pages
Book Rating : 4.8/5 (727 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning written by Carol-Ann Lane and published by Information Science Reference. This book was released on 2022-01-07 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2

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Publisher : Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
ISBN 13 : 9781668449806
Total Pages : 716 pages
Book Rating : 4.4/5 (498 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2 by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, VOL 2 written by Carol-Ann Lane and published by Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. This book was released on 2021-12-13 with total page 716 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-based Learning

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Author :
Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (129 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-based Learning by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-based Learning written by Carol-Ann Lane and published by . This book was released on 2022 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

21st Century Skills

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118157060
Total Pages : 263 pages
Book Rating : 4.1/5 (181 download)

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Book Synopsis 21st Century Skills by : Bernie Trilling

Download or read book 21st Century Skills written by Bernie Trilling and published by John Wiley & Sons. This book was released on 2012-02-07 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: This important resource introduces a framework for 21st Century learning that maps out the skills needed to survive and thrive in a complex and connected world. 21st Century content includes the basic core subjects of reading, writing, and arithmetic-but also emphasizes global awareness, financial/economic literacy, and health issues. The skills fall into three categories: learning and innovations skills; digital literacy skills; and life and career skills. This book is filled with vignettes, international examples, and classroom samples that help illustrate the framework and provide an exciting view of twenty-first century teaching and learning. Explores the three main categories of 21st Century Skills: learning and innovations skills; digital literacy skills; and life and career skills Addresses timely issues such as the rapid advance of technology and increased economic competition Based on a framework developed by the Partnership for 21st Century Skills (P21) The book contains a video with clips of classroom teaching. For more information on the book visit www.21stcenturyskillsbook.com.

Digital Game-Based Learning

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Author :
Publisher : Paragon House
ISBN 13 : 9781557788634
Total Pages : 464 pages
Book Rating : 4.7/5 (886 download)

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Book Synopsis Digital Game-Based Learning by : Marc Prensky

Download or read book Digital Game-Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Handbook of Game-Based Learning

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Author :
Publisher : MIT Press
ISBN 13 : 0262356546
Total Pages : 601 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 233 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

21st Century Skills Development Through Inquiry-Based Learning

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Author :
Publisher : Springer
ISBN 13 : 9789811096266
Total Pages : 204 pages
Book Rating : 4.0/5 (962 download)

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Book Synopsis 21st Century Skills Development Through Inquiry-Based Learning by : Samuel Kai Wah Chu

Download or read book 21st Century Skills Development Through Inquiry-Based Learning written by Samuel Kai Wah Chu and published by Springer. This book was released on 2018-04-30 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents innovative instructional interventions designed to support inquiry project-based learning as an approach to equip students with 21st century skills. Instructional techniques include collaborative team-based teaching, social constructivist game design and game play, and productive uses of social media such as wikis and other online communication affordances. The book will be of interest to researchers seeking a summary of recent empirical studies in the inquiry project-based learning domain that employ new technologies as constructive media for student synthesis and creation. The book also bridges the gap between empirical works and a range of national- and international-level educational standards frameworks such as the P21, the OECD framework, AASL Standards for the 21st Century Learner, and the Common Core State Standards in the US. Of particular interest to education practitioners, the book offers detailed descriptions of inquiry project-based learning interventions that can be directly reproduced in today's schools. Further, the book provides research-driven guidelines for the evaluation of student inquiry project-based learning. Lastly, it offers education policymakers insight into establishing anchors and spaces for applying inquiry project-based learning opportunities for youth today in the context of existing and current education reform efforts. The aim of this book is to support education leaders', practitioners' and researchers' efforts in advancing inspiring and motivating student learning through transformative social constructivist inquiry-based knowledge-building with information technologies. We propose that preparing students with inquiry mindsets and dispositions can promote greater agency, critical thinking and resourcefulness, qualities needed for addressing the complex societal challenges they may face.

ECGBL 2022 16th European Conference on Game-Based Learning

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1914587529
Total Pages : 842 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis ECGBL 2022 16th European Conference on Game-Based Learning by : Conceição Costa

Download or read book ECGBL 2022 16th European Conference on Game-Based Learning written by Conceição Costa and published by Academic Conferences and publishing limited. This book was released on 2022-10-06 with total page 842 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Game-based Learning in Action

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Author :
Publisher : New Literacies and Digital Epistemologies
ISBN 13 : 9781433144745
Total Pages : 0 pages
Book Rating : 4.1/5 (447 download)

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Book Synopsis Game-based Learning in Action by : Matthew Farber

Download or read book Game-based Learning in Action written by Matthew Farber and published by New Literacies and Digital Epistemologies. This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.

Handbook of Game-Based Learning

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Author :
Publisher : MIT Press
ISBN 13 : 0262043386
Total Pages : 601 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Game-Based Learning

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Author :
Publisher : Nova Science Publishers
ISBN 13 : 9781536119008
Total Pages : 0 pages
Book Rating : 4.1/5 (19 download)

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Book Synopsis Game-Based Learning by : Youngkyun Baek

Download or read book Game-Based Learning written by Youngkyun Baek and published by Nova Science Publishers. This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when digital games are becoming much more commonly used in classrooms, this book provides a much-needed guide to different forms and applications of digital game-based learning. The book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games. This book is intended to provide readers with three main parts of information. One is a clear and practical understanding of theory and research-based principles of game-based learning. This first section of the book includes fresh perspectives and an overview of existing and emerging theories in game-based learning, which are also presented in the form of case study findings and implications. The second section of this book gives readers the how to information needed to turn the understanding of intellectual grounding into effective practices of digital games for classroom use. The third part of this book also includes some practical approaches for evaluating different aspects of learning within the game-based learning context. This information about practical approaches is presented through chapters on achievements and performance outcomes. Game-Based Learning: Theory, Strategies, and Performance Outcomes synthesizes arguments, practices, and research findings on the effectiveness of different designs and approaches within game-based learning practices. But, a major message of this book is that the joint influence of implementation, context, and learner characteristics interacting with digital games is what determines learning and achievement outcomes. This book is intended for researchers, practitioners, designers, policy makers, and current and future teachers. The teacher/-educator will benefit from topics such as practical strategies to improve student performance, while researchers can use the findings from the case studies presented in this book as a foundation for future explorations and research studies.

Games-To-Teach or Games-To-Learn

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Author :
Publisher : Springer
ISBN 13 : 9812875182
Total Pages : 199 pages
Book Rating : 4.8/5 (128 download)

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Book Synopsis Games-To-Teach or Games-To-Learn by : Yam San Chee

Download or read book Games-To-Teach or Games-To-Learn written by Yam San Chee and published by Springer. This book was released on 2015-08-18 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Education for Life and Work

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Author :
Publisher : National Academies Press
ISBN 13 : 0309256496
Total Pages : 203 pages
Book Rating : 4.3/5 (92 download)

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Book Synopsis Education for Life and Work by : National Research Council

Download or read book Education for Life and Work written by National Research Council and published by National Academies Press. This book was released on 2013-01-18 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Americans have long recognized that investments in public education contribute to the common good, enhancing national prosperity and supporting stable families, neighborhoods, and communities. Education is even more critical today, in the face of economic, environmental, and social challenges. Today's children can meet future challenges if their schooling and informal learning activities prepare them for adult roles as citizens, employees, managers, parents, volunteers, and entrepreneurs. To achieve their full potential as adults, young people need to develop a range of skills and knowledge that facilitate mastery and application of English, mathematics, and other school subjects. At the same time, business and political leaders are increasingly asking schools to develop skills such as problem solving, critical thinking, communication, collaboration, and self-management - often referred to as "21st century skills." Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century describes this important set of key skills that increase deeper learning, college and career readiness, student-centered learning, and higher order thinking. These labels include both cognitive and non-cognitive skills- such as critical thinking, problem solving, collaboration, effective communication, motivation, persistence, and learning to learn. 21st century skills also include creativity, innovation, and ethics that are important to later success and may be developed in formal or informal learning environments. This report also describes how these skills relate to each other and to more traditional academic skills and content in the key disciplines of reading, mathematics, and science. Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century summarizes the findings of the research that investigates the importance of such skills to success in education, work, and other areas of adult responsibility and that demonstrates the importance of developing these skills in K-16 education. In this report, features related to learning these skills are identified, which include teacher professional development, curriculum, assessment, after-school and out-of-school programs, and informal learning centers such as exhibits and museums.