New CMS Directions: Gaming in the Educational Realm
Studying the trends that are listed in the article by Dr. Ian Gibson (2008), it is apparent that change is a given for education as we know it. In the not so distant future educators will look back on this point in time and see the existence of trends that are not even evident at this time. It is important as educators to make ourselves more aware of possible, and likely future developments in e-learning, and also dream of the developments we could envision.
A goal of the Advanced Distributive Learning (ADL) Initiative is “to integrate games into the workflow of distributed learning and reduce barriers to effective implementation in support of learning and performance enhancement.” Games used in this way are complex systems and contain these three major components: activities with formal rules that players engage in, a narrative which provides clues, context and relevance, and a simulation which represents the learning space necessary. (ADL, 2008)
Hi Armanda,
ReplyDeleteI read the said article and was surprised at the great influence of computer and video games on people, much like the influence of Hollywood films and cinema. The statistics given even showed the financial revenue from games to be more than Hollywood filming industry. That is stsggering and impressive..With this I am challeged to consider games more in the classroom
Chuks.