Marc Prensky, author of Digital Game-Based Learning and twitch speed expert, notes that most popular games:
- focus on engaging the user,
- encourage frequent, important decision-making in relation to the game,
- making provisions for leveling up (providing immediate feedback that tells players when they're getting better at the game–not,for example, unlike good assessment), and
- allow users to embrace technology.
Why aren’t schools doing more to incorporate Prensky’s ideas within classroom settings? I wonder what might happen if we designed instruction so that is learning emotionally engaging, relevant, and possibly fun. Fulfillment and education are not mutually exclusive pursuits. Technology gives educators the means of making travel along the path to enlightenment a pleasurable, meaningful journey.
Related links:
- Check out GWAP and get hooked on helping others.
- Sure, you know how to fold your clothes but what do you know about folding protiens?
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