"There are several big movements underway that are worthy of debate and possible consideration as we look to help education become the 21st century, user-centered, on-demand, engaging, technology-centric activity that it has not been for much of its existence. Game-based learning (GBL), or gamification, is one of the models that commonly gets touted as a cure-all for the problems with education because of the popularity of gaming in our society (New Media Institute). While there are problems with the gamification movement as it currently stands, the model has several areas in which it differs sufficiently from traditional education to make it an intriguing possibility. Here is a look at several of those differences."
Topics discussed include authenticity, student engagement, creativity and innovative thinking, and cost, as well as a discussion on the debate that exists over game based learning.
Very down-to-earth approach: I like that in today's edu-buzzword cacophony.
Interesting comments by
Marshall BarnesFounder, Director of SuperScience for High School PhysicsSome of these I agree with in regard Edison and 1000 failures before finging a light filament and worthy of a read in his Paranovation blog~Especialy his claims to producing Video Rock early on~It shoudl be our Mantra to teach Cretive Thinking skills to our students everyday.