Serious gaming is growing in appeal across the education sector. This article explores gaming as a tool for learning, using the Aqua Republica Eco Challenge 2016 as an example.
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Kim Flintoff's curator insight,
March 27, 2020 12:08 AM
Developed in Western Australia by Leonie Mcllvenny. It has a badging (evidence of learning) system associated with it and has been used in Spain and Costa Rica.
Kim Flintoff's curator insight,
March 27, 2020 12:09 AM
Developed in Western Australia by Leonie Mcllvenny. It has a badging (evidence of learning) system associated with it and has been used in Spain and Costa Rica.
Kim Flintoff's curator insight,
March 26, 2020 9:25 PM
iEARN is a well established global network with 30+ years experience supporting students and teachers in 30000 schools across 140 countries. iEARN Australia is a member of the Learning Futures Network.
Kim Flintoff's curator insight,
March 26, 2020 10:14 PM
iEARN is a well established global network with 30+ years experience supporting students and teachers in 30000 schools across 140 countries. iEARN Australia is a member of the Learning Futures Network.
Kim Flintoff's curator insight,
March 26, 2020 10:22 PM
iEARN is a well established global network with 30+ years experience supporting students and teachers in 30000 schools across 140 countries. iEARN Australia is a member of the Learning Futures Network.
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Kim Flintoff's curator insight,
March 26, 2020 10:41 PM
The Smithsonian is a globally recognised and trusted institution - these resources have been carefully collected to assist teachers, learners and researchers.
Kim Flintoff's curator insight,
March 26, 2020 10:43 PM
The Smithsonian is a globally recognised and trusted institution - these resources have been carefully collected to assist teachers, learners and researchers.
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Games have long been used for developing both skills and knowledge. As digital technologies continue to develop, the range of digital learning games also continues to grow, driving an area of learning called game-based learning. It’s not new, but it is using new digital tools and platforms – and there is an accompanying pedagogical shift from using games to motivate and engage students in learning to using ‘serious games’ as the basis for knowledge and skill development. ‘Gamification’ describes the process of applying game rules to a learning process.
Learn more / En savoir plus / Mehr erfahren:
http://www.scoop.it/t/21st-century-learning-and-teaching/?tag=Gamification