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Cuts to Education and Learning Games

JJ Worrall writes that “Games-based learning must tailor cost to austere times, education experts warned”.   Austerity is now influencing the purchase of educational games;

“While calling herself a “massive advocate” for using computer games in the classroom, Dr Whitton, from Manchester Metropolitan University, says: “There’s a lot of rhetoric in games-based learning where games have to be these high-end, commercial quality games. We don’t need to spend lots of money to have an effective platform for learning.”

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New Media Consortium Predicts – Game Based Learning will be Mainstream in 2 to 3 Years


The New Media Consortium included game based learning as one of the “six emerging technologies or practices that are likely to enter mainstream use” within 2 to 3 years.  This was included in the NMC Horizon Report: 2012 Higher Education Edition.  Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game, environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. Role-playing, collaborative problem solving, and other forms of simulated experiences are recognized for having broad applicability across a wide range of disciplines.

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