Gaming and Learning

What do we know ?

  • Adjusting behaviour
  • Engagement or alienation?
  • Outside the classroom - value of fieldwork
  • Liberation from the constraints of the real world - virtual environment replicating impossible environments
  • The harder the challenge the better (levels)
  • Gaming = play = enjoyment
  • Group interaction potential
  • Visual / technical quality important (or not)
  • Gender biased? (Tamagotchi)
  • Social attitudes (English?) devalue creativity and games
  • Competitive (power gaining) versus collaborative

What more do we need to know ?

  • How do we know that gaming will bring "better" learning? What is "better" learning?
  • How to balance children's "better" with adults' "better"
  • Does playing games develop a creativity that is transferable?

What do we need to do/can do about it?

  • Diminish the distinction between learning and gaming
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