This article is based on a research study (8 page PDF) arguing that unique experiences are more pleasurable. It uses this study to explain the effectiveness of games, in certain circumstances, to teach a range of skills. It then references a private school (called Quest to Learn) to expand on the discussion of gaming in learning; this is the advocacy and marketing part of the article. "The most success (i.e., larger effect sizes) incorporated specific game design elements, including collaboration, competition, role playing, and exploration and discovery." Related: a completely different interpretation of the same type of research study.
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