The NMC Horizon Report > 2012 K-12 Edition
identified mobile devices & apps and tablet computing as technologies
expected to enter mainstream use in the first horizon of one year or less--that means NOW.
Game-based learning and personal learning environments are seen in the second
horizon of two to three years. In fact, the Report notes that the most popular
games tend to be in app form (combining the two technology tools).
James
Gee is a researcher in the field of educational games. These articles come to
mind:
1) Game-like learning: An example of situated learning and implications for opportunity to learn
2) Good Video Games and Good Learning
1) Game-like learning: An example of situated learning and implications for opportunity to learn
2) Good Video Games and Good Learning
What is it about games
that make them powerful educational tools? Why are so many people engaged in
playing? What would be the advantages and disadvantages of using games as a
learning model?
Additional Resources:
No comments:
Post a Comment
Thanks for your comments.