The use of simulations have a long history in training and education. They have proven to be an effective pedagogy for increasing both learner knowledge and acumen in a variety of situations. Too often, however, there is not adequate instructional support in the classroom. Many learners struggle with understanding the mechanics of a simulation due to their inherent complexity. Further magnifying this, the majority of teachers are not given the tools to understand how a simulations or games can be utilized in the classroom to dovetail with existing pedagogy. To fill this void, I have developed "Games4Learning" website to provide a platform for educators, students, and corporate trainers to gain knowledge in this emerging educative field and share ideas to increase a learners’ overall understanding before, during and after the simulation activity. I hope you enjoy the journey!
Although the technological advances in video games are relatively new, the idea of experential learning is not. An early progessive, William James, felt that truth is not absolute and is made actual only in real life events. He also believed that the accumulation of sensory data coming from the outside is what shapes the human mind. Later, John Dewey further developed the idea of experimentalism in his work, Experience and Education where he was critical of subject-centered or traditional education, calling for learning from experience using scientific methods.
Source: Elias, J., & Merriam, S. (1995). Progressive Adult Education. Malabar, FL: Krieger Publishing Company.
Although the technological advances in video games are relatively new, the idea of experential learning is not. An early progessive, William James, felt that truth is not absolute and is made actual only in real life events. He also believed that the accumulation of sensory data coming from the outside is what shapes the human mind. Later, John Dewey further developed the idea of experimentalism in his work, Experience and Education where he was critical of subject-centered or traditional education, calling for learning from experience using scientific methods.
Source: Elias, J., & Merriam, S. (1995). Progressive Adult Education. Malabar, FL: Krieger Publishing Company.
Introductory Video to Navigate my Website.....click here.
It may be strange to think of a Video Game as a learning tool since we tend to separate learning from entertainment. Take a look at Jane McGonigal's video about the usefulness of games to create EPIC WINS in real life and make the world a better place! Then take the short quiz below to test your knowledge of games and their benefits to society. |
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