Game-Based Learning: a research driven trend in education
Katrina Schwartz writes about “Five Research-Driven Education Trends At Work in Classrooms” one of the five is game-based learning;
“Games have long been used to engage students. But as game-based learning becomes more prevalent in schools, researchers are interested in how game structure mirrors the learning process. In many games, students explore ideas and try out solutions. When they learn the skills required at one level, they move up. Failure to complete tasks is reframed as part of the path towards learning how to conquer a level.
Universities like Harvard, MIT and the University of Wisconsin’s Game and Learning Society are studying how game-playing helps student engagement and achievement, and well-known researchers in the field like James Paul Gee and University of Wisconsin professor Kurt Squire show are using their own studies to show that games help students learn.
Once the terrain of experimental classrooms, digital games are now becoming more common in classrooms. In a recent survey by the Joan Ganz Cooney Center, half of 505 K-8 teachers said they use digital games with their students two or more days a week, and 18 percent use them daily. Educators are using commercial games like Minecraft, World of Warcraft and SimCity for education. The Institute of Play continues to study game-based learning and helps support two Quest to Learn schools, which are based around the idea of games and learning.”
To read the full article click here;
Posted on October 22, 2013, in Uncategorized and tagged Education, Educational game, games-based learning, Institute of Play, James Paul Gee, Joan Ganz Cooney Center, Kurt Squire, learning, Minecraft, research on games, SimCity. Bookmark the permalink. 1 Comment.
Esta next-gen se merecia este videojuego, realmente provechoso por contra deberia resultar mejor No
resultfa nnada mal ese video-game, pese a que para nada es realmente tanto
como lo ponen