Digital Gaming for Learning

Over the last 3 or 4 years there has been lots of activity and many words spoken about whether or not digital games have a part to play in school based learning. It is key to note at this stage that we feel the use of language and the understanding of terminology is key. Games and perhaps more specifically play has always formed part of the leaning process in both humans and many other species. Therefore we use the term digital to identify one specific type play that based on electronic devices, computers, games consuls, tablets, smart phones etc.

We have found working with some schools, often those for older students, can be hostile to the concept of learning through play, we have been told "Students at this school come to school to study and lean and not to play!". There seems to be a focus on achieving success in a prescriptive set of outcomes/standards rather than promoting the process of learning.

We have presented the following two slides:

Gamers, and it is worth remembering that the average age of a gamers is now 37 and there are almost ans many women gamers as there are men, tind to display these personal qualities. 

 I suggest that these qualities in a learner are extrememly desirable, if not essential!

So how can we develop these qualities in our school based learners. What about using some of the aspects which makes computer games so popular and engaging.

This slide is taken from the Summit on Educational Games, 2006, by the Federation of American Scientists.

If these ideas are valid, and clearly there is a debate about that, and we design a school, its curriculum and organisation, based on these ideas: 

That is the challenge, we do not have the answers, but we do have ideas. However hopefully some elements of this site and our work will help to stimulate discussion and promote new ways of thinking about curriculum delivery and teaching and learning.