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From DSC:
For those of us in more traditional institutions of higher education, if this is where things are heading — or even if pieces of Anya’s presentation come to fruition — what is our response? Strategy?
Why badges work better than grades — from Learning, Freedom and the Web by Cathy Davidson
Game levels and scaffolding–they’re related — from Kaplan EduNeering by Karl Kapp
What makes a good learning game? Going beyond edutainment — from e-Learning Magazine by Simon Egenfeldt-Nielsen
After developing more than 30 learning games I can safely say that it is definitely not an easy task. Developing good learning games requires constant attention to opposing factors, which only through creativity can truly be made to smoothly work together.
Since the inception of computer games, there has been learning games. In the early years, games were used to demonstrate the potential benefits of computers. Although learning games date back to at least the 1960s, it is still a discipline fraught with challenges [1]. One of the fundamental questions that remain unanswered is: What really makes a good learning game? This simple question is far from trivial as it might be seem upon first sight. The question relates to what we define as a good game and what we define as good learning—none of which have been fully answered.
This article is not be a quick-guide for “how to design” learning games with ideas like points, leveling, power-ups and clear goals. Rather it will present a helicopter view on what often happens when you apply these principles and ignore the fundamental structure of games. You may very well create a learning game that is motivating, and uses level and feedback in some ways, but still fail miserable. This often happens because designers are not conscious of how games are fundamentally structured. They forget games are about “what you do” and not “what you see.” Instructional designers apply game principles but forget to step back and see whether these principles distort the learning experience. Often this happens by failing to integrate game and learning goals, losing sight of the difference between seeing and doing, and accidentally derailing the player away from learning in favor of pure fun. When you use very simple principles from games in your e-learning applications the risk of distortion is less, unlike when designing more complex, game-based learning applications.
How games engage the brain — from NspireD2 by Chris Clark
In a TED video released today, Tom Chatfield presents seven ways in which games engage the brain. Chatfield is a game theorist and author of the new book, Fun, Inc., about the gaming industry and how it is altering our society.
Chatfield’s seven talking points are
Of course, that list doesn’t mean much unless you watch the video.
Ask the Expert | James Paul Gee on video games and learning — from the NY Times Learning Network by Katherine Schulten
In this week’s New York Times Magazine article about video games in the classroom, Sara Corbett asks:
What if teachers gave up the vestiges of their educational past, threw away the worksheets, burned the canon and reconfigured the foundation upon which a century of learning has been built? What if we blurred the lines between academic subjects and reimagined the typical American classroom so that, at least in theory, it came to resemble a typical American living room or a child’s bedroom or even a child’s pocket, circa 2010 — if, in other words, the slipstream of broadband and always-on technology that fuels our world became the source and organizing principle of our children’s learning? What if, instead of seeing school the way we’ve known it, we saw it for what our children dreamed it might be: a big, delicious video game?
We’ve invited James Paul Gee, an expert on how video games fit within an overall theory of learning and literacy (and how they can help us in thinking about school reform), to take readers’ questions this week.
From DSC:
Be sure to check out the comments as well.