Discover why gamification is essential for online teaching.
I’ve been hoping for this day for some time — the intersection of gaming and education into the mainstream. At last year’s Games for Change conference, Valve’s Gabe Newell announced that he would put his considerable resources into working with educators to bring physics to students via Portal and Portal 2. Well, the site is READY and it debuted TODAY at this year’s Games for Change conference!
This Scoop-It site (Yes, we like Scoop-it here at ASU Online!) is a quick and dirty attempt to bring you the latest and greatest educational gaming research. It is not exhaustive by any means as we don’t want you overwhelmed. A HA Gaming! is just a starting point!
Want to see some actual GAMES? Go to my Games in the Curriculum Scoop-it at http://www.scoop.it/t/games-in-the-curriculum.
The use of games in the curriculum is a popular topic currently with some instructors jumping in with both feet and others preferring to stick a toe in to test the water. The continuum of games and their use in a coherent curriculum does not need to be scary or all-consuming. Games and simulations can be immersive or they can simply be engaging ways to introduce, reinforce, and/or enhance curricular content and course learning objectives. Dr. Rhonda Phillips uses “Ayiti, The Cost of Life” to help students relate to the trade-offs between economic, environmental, and equity costs within sustainable communities.