This report from the EDUCAUSE Learning Institute provides concise information on emerging learning technologies–in this case, gamification, the application of game elements in non-gaming situations, often to motivate or influence behavior. The rewards or the spirit of competition can spur students’ concentration and interest and lead to more effective learning. The use of gamification is wide-ranging in higher education, from extra-credit awards and in-class team competitions to complex multi-level…
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July 25, 2011U.S. News & World Report profiles the University of Massachusetts and Advanced Micro Devices as examples of two organizations that are using game design to engage students and motivate them to learn complex science, technology, engineering, and math (STEM) concepts.
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July 15, 2011Noting that computer games allow students to experience new challenges, learn from and understand failure and setbacks, analyze content and set goals, drive toward success, and invite new and rigorous learning experiences, 21st-Century Ed Tech blogger Michael Gorman examines 10 “game-changing” websites for elementary classrooms, including ABCYa, PBS Lions, Learning Planet, Cool Math 4 Kids, Staffall, Game Goo, and Funbrain.
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June 29, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation?” This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, games cultures, and educational game design.
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June 20, 2011
The Upside Learning blog dives into game-based learning, explaining the factors that make for a good learning game, including:
- Interesting storyline
- Continuous challenge
- Flexibility
- Rewards
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June 15, 2011
Writing for KQED MindShift, Aran Levasseur shares examples that demonstrate why video games can be powerful tools for learning, explaining how effective principles such as just-in-time learning, critical thinking, and image-based learning are embedded within game design.
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May 30, 2011
Primary teacher and ICT specialist Matt Lovegrove discusses two great online tools for educators, games and activities site Poisson Rouge and image editor Sumo Paint, at TeachMeet Thames Valley (U.K.).
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May 27, 2011
Mashable explains how and why social media and online games have the potential to convey 21st-century skills that are not necessarily part of school curricula—things like time management, leadership, teamwork, and creative problem-solving—skills that can prepare teens for success in college and beyond.
