Gaming and Learning
What do we know ?
- Adjusting behaviour
- Engagement or alienation?
- Outside the classroom - value of fieldwork
- Liberation from the constraints of the real world - virtual environment replicating impossible environments
- The harder the challenge the better (levels)
- Gaming = play = enjoyment
- Group interaction potential
- Visual / technical quality important (or not)
- Gender biased? (Tamagotchi)
- Social attitudes (English?) devalue creativity and games
- Competitive (power gaining) versus collaborative
What more do we need to know ?
- How do we know that gaming will bring "better" learning? What is "better" learning?
- How to balance children's "better" with adults' "better"
- Does playing games develop a creativity that is transferable?
What do we need to do/can do about it?
- Diminish the distinction between learning and gaming