Karl Kapp, in The Gamification of Learning and Instruction defines gamification as “Using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.”.
Transformed into a large collaborative learning environment, the Internet is comprised of information reservoirs namely, (a) online classrooms, (b) social networks, and (c) virtual reality or simulated communities, to expeditiously create, ....
The evidence suggests that game-based learning can improve engagement and motivation, but don't rely on games to improve attainment – there is still a lot we don't know about the impact of video games on learning.
"There is currently much interest and excitement at the emergence of an educational approach commonly termed the ‘Massive Open Online Course’ or MOOC. ... I feel there is much we can learn from the delivery of MOOCs that can be used to enhance the on-campus experience supplemented by online course material and delivery. This format offers us the opportunity to investigate learning and improve teaching processes, perhaps more similar to the edX approach. It would seem appropriate to collect and use data to inform this process; treating learning and teaching as a field ripe for research, tying in to a research-led approach."
3DPrint.com 3D Systems Announces Simbionix Virtual Reality Surgical Simulation Training ... 3DPrint.com The mannequins are anatomically correct and the simulator offers a host of real-life maladies to approach and diagnose.