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Game-Based Learning - A Look at Why & How to use in your Classroom

Game-Based Learning - A Look at Why & How to use in your Classroom | learning21andbeyond | Scoop.it

“No TV until you finish that level.”

Can you imagine? Recent research shows that video games, once considered public school enemy number one, might just be one of our greatest assets in delivering an effective education.


Via Beth Dichter
Nancy Jones's insight:

I strongly believe this is a valuable tool for certain types of learning.

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Beth Dichter's curator insight, June 15, 2013 11:47 PM

If you are considering implementing some game-based learning next year, or you would like read about why game-based learning is being used in classrooms check out this post. A wide range are discussed including:

* How game-based learning works

* The hidden learning that may take when playing games

* Results of a survey from teachers whom use game-based learning in their classroom

* The potential drawbacks

Ryan McDonough's curator insight, July 7, 2014 8:02 AM

Providing the pros and cons of game-based-learning, they portray gaming in a positive light. The value of gaming is stated throughout, pinpointing engagement factors and citing statistics to back up their claims. As an avid gamer myself, I don't need stats to prove anything. I know how addicting they can be. If kids can learn when they don't even realize they're learning, it is referred to as "hidden learning". That's the key. If games like Portal  can be played without kids thinkng they're educational games, then that's good news for parents and educators alike. The fact of the matter is Portal is a very challenging puzzle game that requires careful planning and attention to move up levels.

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The 7 Most Powerful Ideas In Learning Available Right Now

The 7 Most Powerful Ideas In Learning Available Right Now | learning21andbeyond | Scoop.it

Via Beth Dichter
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Beth Dichter's curator insight, March 13, 2013 9:49 PM

If you had to come up with the seven most "compelling trends" in education today what would they be? This graphic shows one view of the trends. The ones listed are:

* Digital & Research Literacy 

* Shifts from Standards to Habits

* Game-Based Learning and Gamification

* Connectivism

* Transparency

* Place-Based Education

* Self-Directed Learning and Play

For more information on these check out the original post.

Darren Smith's curator insight, March 14, 2013 12:04 AM

Love this. professional Learning Teams can benefit from this.

Nancy Jones's comment, March 14, 2013 11:53 AM
Love it. Thanks, as always , for sharing all this great stuff:)