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Extract from The 2010 Horizon Report K-12 Edition (a publication of The New Media Consortium)
Research into games for educational purposes reveals some interesting trends. Early studies of consumer games helped to identify the aspects of games that make them especially engaging and appealing to players of various ages and of both genders: the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize; an interesting story line; and other characteristics. These qualities are replicable, though they can be difficult to design well, and they can transfer to games featuring educational content. We are discovering that educational content can be embedded in games rather than tacked on, and that players readily engage with learning material when doing so will help them achieve personally meaningful goals.
Games and gamification
Question 1:What are the harmful effects of video games?
Question 2:What are the benefits of playing video games?
“State of Play”
Listener Oct 2008
“A load of rot”
Listener Feb 2007
Tearaway magazine
Oct 2009
The Star
April 30 2008
University of Rochester
Discuss with students how to form conclusions (Word 30KB) based on the results of their inquiry.
To give students practice at identifying conclusions some possible approaches are:
To complete the inquiry for assessment, students should present their findings, incorporating conclusions. Findings may be presented in oral, written or visual form. If findings are presented in written form, the Exemplars (Word 59KB) can be used as models to follow.
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