ERIC Number: EJ965250
Record Type: Journal
Publication Date: 2011-Sep
Pages: 4
Abstractor: ERIC
ISBN: N/A
ISSN: ISSN-1529-8957
EISSN: N/A
Available Date: N/A
The Gamification of Learning
Renaud, Christian; Wagoner, Bridgette
Principal Leadership, v12 n1 p56-59 Sep 2011
The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand and Oregon Trail in the early 1980s. Technology in schools has evolved considerably since then, and gaming has become pervasive within all demographic subgroups. Gaming within education is currently a fragmented value proposition. Education games are inherently engaging to students because they present novel situations and are immersive. The authors argue that video games often do a better job of teaching than decontextualized, skill-and-drill instruction. Students can use educational games to engage in difficult tasks without embarrassment when they fail, and teachers can use educational games to build problem-solving skills and help students see the meaning in their lessons. (Contains 2 resources.)
Descriptors: Video Games, Educational Games, Educational Technology, Computer Uses in Education, Teaching Methods, Skill Development, Problem Solving, Student Motivation
National Association of Secondary School Principals. 1904 Association Drive, Reston, VA 20191-1537. Tel: 800-253-7746; Tel: 703-860-0200; Fax: 703-620-6534; Web site: http://www.principals.org
Publication Type: Journal Articles; Opinion Papers
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A
Author Affiliations: N/A