Wednesday, August 21, 2013

Wednesday's Wonderings--Gamify the Classroom



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

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?


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