One of the most common criticisms I see of Gamification for learning is its simplistic, behavioural approach when what we really need to foster is more complex, creative knowledge creation. Increasingly, I don't see a conflict.
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 UWS e-CLIL Games Engine has been developed to provide teachers of CLIL (Content and Language Integrated Learning) with an easy-to-use tool that will allow them to create simple educational games in one or more languages that their students can play online. Games created by teachers are freely available for other teachers to use and adapt to suit their own teaching purposes. Teachers can select the games that they want their students to play from the growing list of games that the platform will support."
The Learning Games Network, a non-profit spin-off of the MIT Education Arcade and the University of Wisconsin-Madison's Games+Learning+Society Program have launched Quandary, a unique game that encourages players to think ethically as they lead a ...
Editor’s Note: Tadhg Kelly is a game designer with 20 years experience. He is the creator of the leading game design blog What Games Are, and consults for many companies on game design and development.
"What is it about games that make them so popular, and such a powerful learning method? For a start, there are an impressive array of transferrable skills to be acquired, especially if the games played are designed effectively. Secondly, most people now have the capability to play games on the move, using smart phones, touch screen tablets and handheld consoles. Thirdly, many online games have very rich social dimensions, which lead gamers to extend their learning further through discussion, collaboration and competition."
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