Monday, February 10, 2014

Gamifying Education


Some of the most important things we need to remember about Gamifying Education are: we are there to enable or facilitate the learning, we need to give students choice based on their interests, and we need to stick with the theories behind tangential learning. Tangential learning is what you learn just by being exposed to something you are interested in, it is not about what is being taught. This reminds me of the video by Constance Steinkuhler: Interest-Driven Learning Using Video Games Constance set up an after school game class. All of her attendees were bored. When she tried to structure the class her way, they shut down. The second they were able to start gaming, they became engaged again. Her biggest findings were focused around the literacy discrepancy in boys. She found if she let them read what they were interested in, the boys didn’t have the same reading problems. The boys expressed interests and the resources magically appeared. She had them hooked using the same tangential learning as in Daniel Floyd’s Video, Brain Training.

This:














or this:












Dell Competiton @ Alienware Gaming Night 8

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