Saturday, February 22, 2014

EDTECH 532: Gamification Inforgraphic

Gamification of Education

How my personal history intersects with this timeline might be fairly unique.  In real life I probably entered in the 90's.  Yes, I played pong and a few of the initial video games but that did not last long.  I entered through the world of my children.  When I look at this timeline though my time and gaming time don't mesh.  In my time it was the 90's but we were using technology that began in the 80's.  My children played Math Blaster, Carmen Sandiego and SimCity.  This was when I was more involved in the experience with them.  As the technologies developed and my children grew older I pulled out of the experience more and more.  At this point and time, I really don't consider myself on the timeline at all.  My kids are but not me.

As a teacher, unfortunately games are still basically used for practice and drill.  We don't have access or use games that involve simulations and more thoughtful content.

Four points of gaming in education caught my attention.

  1. Content Systems
  2. Simulations
  3. Trigger Systems
  4. Exemplars of Point of View
These areas hit some of the basics but also make the students take a more active and thoughtful role.  Gaming is very new to me and everything I read brings ideas to my head since I have very little background knowledge.

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