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Explains why simple online games are a valuable learning tool, especially for experiential learning, problem solving and interrelationships, where subject matter is abstract. Points out that the aims of interactive and visual teaching techniques must be clear to ensure they add value by improving a child’s knowledge acquisition more effectively than traditional teaching methods. Describes Dubit’s development of new areas of interaction for non‐linear learning in particular: examples are the recent Nintendogs campaign, the CityZones resource for the UK Citizenship curriculum programme, and a mind‐mapping exercise to produce a multilevel network diagram that would relate to black teenagers’ needs on the British Museum website.

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