Playing Games is Educational. G-Learning (Game based Learning) applies educational content in the class room. The G-Learning purpose is to improve the efficiency in the academic achievements of the students.
It was found that many factors interactively influence students’ effectiveness of knowledge acquisition in DGBL. Students’ learning motivation, learning ability, and playing skill could be key factors that collectively influence the effectiveness of knowledge acquisition in DGBL. Also, students’ learning motivation, learning ability, and playing skill were affected by their playing motivation, prior knowledge, as well as online game experience respectively. The results of this study may help teachers consider how effectively utilizing an educational game for enhancing students’ learning effectiveness in DGBL.
"The study offers 3 key insights into the evolution of gaming (explained in more detail below): - Games go beyond the screen - Life becomes play - Social matures into societal The study included a Web survey amongst 290 smartphone owners between...
Game-based learning is gaining traction in many areas. There are concerns, but there is also much to suggest that game-based learning helps students learn academic subjects. Here is a listing of 20 blogs that discuss game-based learning, with descriptions that provide information so you may choose which you might like to follow.
TED Talks Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
Gaming technology is being used at the MARCS Institute to find out how blind people read braille. By using the infrared cameras of Nintendo’s Wii remote controls, Visiting Professor Ronan Reilly and a team of scientists at UWS are looking for ways to make reading braille easier for blind people. As a result of their research, they have found some evidence that very fast readers use the part of the brain used for hearing.
This year’s NMC Horizon Report identifies mobile apps and tablet computing as technologies expected to enter mainstream use in the first horizon of one year or less. Game-based learning and learning analytics are seen in the second horizon of two to three years; gesture-based computing and the Internet of Things are seen emerging in the third horizon of four to five years.