Our most recent work explores the use of games and simulations in K-12 environments. The basic principals and cognitive rational for the use of this technology is first explained based on a new generation of “players” and students accustomed to dynamic learning. With the physical infrastructure of computer technology in place, simulations and games, become a viable source for training and development and are extremely valuable in the engagement of learners both as individual and collective interaction. Implications for both policy and classroom use of video games is explored. Practical considerations for repurposing COTS (Commercial off the shelf) games for P-12 will be explored with direct correlation to national standards in content areas.  


Game Developer Conference PDF Print E-mail
Written by Yadi Ziaee   
Friday, 25 August 2017

Please visit us at Digital Immersive Community website.  

Game Developer Conference (GDC  Annual Conference) 

San Francisco CA,



Repurposing  COTS Games

Ziaeehezarjeribi, Y., Graves, I., & Gentry, J. (2010). From theory to pratice, repurposing COTS games for P-12. In A Hirumi (Ed.), Digital Video Games for Pr-12 Education: Engaging Learning through Interactive Entertainment.


Ingrid Graves &Yadi Ziaeehezarjeribi  Presenters on Submission:

Microblogging with University Students 24/7: Twitter Comes of Age.

AECT 2010 presentation in Anaheim

Wednesday October, 27  3:30pm to 4:30pm




2009 AECT International Convention

Meeting the Challenges of Traditional Learners in a 3D Virtual Environment:
Preservice Teachers Learn to use the Prism of Avatars for Instruction.

Galt House, Louisville, Kentucky

Presenters: Ingrid Graves, Yadi Ziaeehezarjeribi


2008 AECT International Convention
Presentation, November 4-8, 2008
Orlando, Florida
Title: Effective use of computer gaming technology in K-12 classrooms 
Yadi Ziaeehezajeribi
Paige Worrell
Ingrid Graves

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The vision behind One Laptop Per Child.  

TED Update on Negroponte’s OLPC dream 
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