Embracing games-based learning in schools

Dr Catherine Beavis, pictured, is a professor of education at Griffith University. Her research expertise ...
Digital games have an enormous impact on the lives of many young people today. The use of games in classrooms around the world offer exciting ways to stimulate engagement, collaboration, problem solving, creativity, innovation, critical thinking, communication and digital literacy. Most experts agree that the potential of games to improve learning and to satisfy contemporary curriculum goals in schools has not yet been realised. Generally, game-based learning is designed to balance what the students are learning in class with game play and the ability of the students to retain and apply that subject matter to the real world. In this feature, we explore why students find digital games so engaging, and which are the best games to use in the classroom.

Dr Catherine Beavis, pictured, is a professor of education at Griffith University. Her research expertise ...
This story appeared in the Term 2, 2015 edition of TechnologyEd.
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