Blogs on Game-Based Learning

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Matthew FarberJune 11, 2013

Mashable defines gamification as "applying game thinking or even game mechanics into a non-game context. " Game mechanics in the "real world" include earning badges, completing missions and leveling up. Non-game companies, like Amazon, Deloitte and Salesforce.com, gamify to increase customer engagement. Gamification puts the customer on a journey motivated by intrinsic, or personally meaningful, rewards. An example is earning a "mayorship" badge on the mobile application Foursquare by "checking in" regularly to the same location.

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Matthew FarberMay 2, 2013

In her TED talk, "Gaming Can Make a Better World," author and researcher Jane McGonigal posits that in game worlds people are "motivated to do something that matters, inspired to collaborate, to cooperate." Video games are interactive and engaging. It's no wonder they are so pervasive with both children and adults!

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Andrew MillerMay 1, 2013

Just what is a game jam? It is a short event, usually only a day or two, where game developers plan, design and create a short game. Similar to a music jam session, game jams don't involve much pre-planning and rely on immediate idea generation and improvisation. Game design companies have these jam sessions regularly, and while many of the games that happen here are digital, some are paper-based. They usually occur in one physical location to allow for immediate, organic collaboration. While there is an element of competition, most of the work is focused on collaboration towards a common goal.

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Milton ChenApril 16, 2013

Recently I witnessed two expert panels discussing critical issues for our educational system -- on the same day. The first one was on implementing the Common Core for English-language learners; the second was on how games offer an exciting new frontier for student learning and engagement. In the morning, I listened in to an Alliance for Excellent Education panel including Stanford professor Kenji Hakuta and Carrie Heath Phillips, director of Common Core implementation at the Council of Chief State School Officers. That evening, I went to Stanford to hear a panel on Education’s Digital Future that included professors James Paul Gee of Arizona State and Constance Steinkuehler of the University of Wisconsin - Madison.

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Homa TavangarApril 15, 2013

In 1978, John Hunter introduced a complex, immersive, interactive, collaborative, geopolitical game to his elementary school students. In 2011, he gained a global following when he delivered a TED talk about his 30-year experience of "Teaching with the World Peace Game." The talk was shared far and wide as millions were moved by his example of hands-on teaching. And millions began thinking about how to bring out the best in every child through an aspiration for something greater than even the most powerful on earth have yet to achieve -- peace.

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Andrew R. ProtoMarch 27, 2013

Children in the 21st century experience media in ways that are vastly different from any previous generation. Social networking, user-created content and video games provide a level of interactivity that was unthinkable a generation ago. As a result, educators are rethinking educational practices that have long been taken for granted. Many have come to the conclusion that the answers they're looking for lie in making video game design a central part of the curriculum.

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Betty RayMarch 21, 2013

I must confess that I don't read nearly as many books as I used to BC (Before Computers) and BK (Before Kids), but I have been stealing precious moments to savor the ideas and perspectives in Present Shock, the new book by Douglas Rushkoff.

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Andrew MillerMarch 12, 2013

Financial Literacy Month is April -- just around the corner -- and it's never too early to prepare. Personally, I believe this is a great opportunity to use games in an intentional way to teach students financial literacy skills. Games can be used as a "hook" or anchor activity, as well an instructional activity that is revisited throughout a unit of instruction. A game can help scaffold the learning of important content as well as providing context for application of content. If you really trust the design of the game, it can also be an excellent assessment tool!

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Terry HeickFebruary 11, 2013

In 2013, sandbox video games have changed gaming more than a little. Players can now define their own terms for success, and the evolution of certain gamification elements makes this more than a fantasy in the minds of the players. There really are multiple measures of success.

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Andrew MillerFebruary 4, 2013

When we talk about "games," that term covers a huge range. From video games to board games, from Kinect to pencil-and-paper games, all of these can contribute to student learning. There are many reasons why games can and do teach, but interestingly, they actually access the multiple learning styles we already know about. This infographic can help you review the different learning styles if you need to. We can align them to games to further justify how we might use games in the classroom.

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