Like all Fab Labs, Fab Lab Baltimore works in digital fabrication, hence the name. This month the digital fabrication laboratory is bringing art created through 3D Printing, laser cutting, CNC milling, and other forms of making that are driven by computer aided design [CAD] to Gallery 788, also in Baltimore, for a unique show that blends art and technology.
Joe Reinsel's insight:
It is great to see these developments continue in Baltimore!
The use of games at school is no novelty. In the academic age of our parents, teachers were already using them. With the popularisation of PCs in the 80s and 90s, videogames began to be used and designed with educational ends, but were far from being an accepted part of official study programmes.
Today, however, things are changing. The development of education-focused technology, along with the creation of new electronic devices (tablets, smartphones, etc.), is having a direct impact on videogame creation. And this is affecting classrooms. All of which means that videogames are now being appreciated for their academic value and, as such, are being taken seriously by schools.
There’s now specific methodologies which allow videogames to be incorporated in the educational process in a professional way. Two of them are Gamification and Game-Based Learning. Gamification refers to the use of the principles or dynamics of a game in unexpected contexts – in a school classroom, for example - in order to capture attention or encourage commitment. In reality, gamification is being used in various fields, with everything from commercial to political ends, but today we’ll just focus on education.
Schools whose educational model is based around the principles of gamification already exist. One example is state school Quest to Learn in New York, although this is an exceptional case. This methodology has been so well received that, as of 2012, the Gamification World Congress is celebrated. In 2014, it took place in Barcelona, and featured talks dedicated to education.
For its part, “game-based learning” involves adding games to the learning process in order to improve it. Various tools and techniques to facilitate the incorporation of games into education have been developed. The web portal Edutopia offers a considerable amount of information about this. EDsurge’s article shows what game-based learning can do to increase students’ achievement. It also offers interesting resources which can be applied to classes. Those interested can even consult the International Journal of Game-Based Learning, which aims to compile and distribute academic studies on the topic.
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