The above link refers the reader to an article discussing the positive attributes of gaming and the benefits of applying it to education. Gaming provides a learning environment where students feel free to try new things. It removes the fear of being judged while providing ownership and a sense of control. Gamers progress at their own pace and are rewarded by progressing to more advanced stages as mastery is acquired and by suprise rewards along the way. Beginning stages are short and inspire confidence and desire to continue. Games work in a way our brains understand.
Thursday, January 26, 2012
Secrets of Video Designers
http://www.guardian.co.uk/technology/2011/may/15/video-game-design-psychology
Tuesday, January 24, 2012
Educational Tools
Two great educational tools are as follows:
This is site I have previously used with my classes. The site offers short videos and activities
aligned to state standards that are imaginative and entertaining. They are great for introducing
new material to reviewing before a test.
Turnitin.com is a great tool for any teacher having to grade projects or papers. It always the
student or teacher to submit work and have it checked for plagiarism. It provides feedback
and suggestions to the student as well.
Second Life - A New World for Education?
Second Life is a virtual world where gamers can interact, converse or create a fantasy world. You choose an avatar and use it to explore the different environments. Opportunities for individual and group activities abound. I'm not quite sure how I feel about Second Life. I understand the drive and attraction of gaming but am not a big gamer myself. I do not see the attraction to fantasy worlds. After saying this, I do see an application for education here. Unlike most online classes, Second Life offers a more personal experience for interacting with classmates. Individuals who game can become very entrenched in their world and have noted that time flies when they are logged in. This would be a great way to reach students who would lose themselves in the process of learning.
Wednesday, January 18, 2012
Gaming to Learn
Ted Talks presents Tom Chatfield with his view on the positive side to gaming. Using small tasks with immediate feedback and frequent rewards many are hooked on gaming. They are able to collaborate with others on games to reach goals they could not achieve alone. The speaker applies these basic hooks for gaming to the worlds of business, education and government. In education, why not use the same concepts to catch the attention of the learning. Rather than grading in individual assignments, why not create an environment of collaboration and a reward system based on effort in achieving much smaller tasks that accumulate into a much larger goal.
Monday, January 16, 2012
India Offers Students Access to $35 Tablet

India will soon have doors open to its students that have never been available before with the new Aakash tablet for only $35. In a country where computer access is not a normal everyday occurrence, students will be brought into 21st century technology with direct access to spreadsheets, internet research, word documents and online communication with others. Not only will it open up opportunities for students in India but it will also open up opportunities for students here at home. Students here in the US will now be able to carry on conversations with students in India and can information first hand.
Subscribe to:
Comments (Atom)