Sunday, February 26, 2012

Gamifing Education

After watching video Video Games and Learning I answered the following question to complete this quest:
(The philosophies of many games designers, including James Portnow, are highlighted in this video:)

"What things are most important to remember about 'Gamifying' education?"
Daniel Floyd said it best in the video, “Enhancing the players experience without getting in the way of the fun.” The game designer has a huge responsibility to make sure there is a good balance of Tangential Learning and fun built into the game. According to Wikipedia - Tangential learning is the process by which people will self-educate if a topic is exposed to them in a context that they already enjoy. Make the self-education easy of the player by placing information on transition screens and linking to external wikis or blogs.

Wikipedia: The free encyclopedia. (2004, July 22). FL: Wikimedia Foundation, Inc. Retrieved February 26, 2010, from http://en.wikipedia.org/wiki/Learning#Tangential_learning


National Standard: ISTE NETs Teachers
Grade: Professional
Subject: Technology
Sub-Focus: None
Standard: ISTE 1: Facilitate and Inspire Student Learning and Creativity
Details: Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers: a. promote, support, and model creative and innovative thinking and inventiveness. b. engage students in exploring real-world issues and solving authentic problems using digital tools and resources. c. promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. d. model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.

No comments:

Post a Comment