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).
[…] GBL has two distinct advantages over even project-based learning, which is generally considered to be among the most authentic situations for classroom learning (Stepien & Gallagher). PBL relies on students working on less-than-authentic problems regardless of the intent. One simply cannot engage in an authentic learning exercise in a classroom…unless you can enter a virtual world within the classroom.
[…] The hidden agenda of games and play is to teach. This is why animals play and why we encourage our youngest children to play games. So that they develop an understanding of the world around them and the social relationships that they will need to engage in to be successful members of their group. Games are also fun. That is the reason that we like to play. Formal games with rules serve the same functions, but additionally motivate us through our competitive nature. For all of these reasons, GBL works to engage students in ways that are more powerful for most students than traditional teaching methods,…
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