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How Research-Informed Games May Result in Deep Learning Experiences

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Games can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL).

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How Video Games Can Teach Reading Just as Well as Books

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High school English teacher John Fallon is what you might call an early adopter. His tech of choice: video games—specifically narrative-based digital games that engage students by engrossing them in a story.

Reading 167
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Playing Games Can Build 21st-Century Skills. Research Explains How.

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Thus, learning objectives were reframed as quests—a staple of many role playing games—challenging kids to design a safe transport into the earth’s crust during science class or simulate court cases during civics. But make no mistake: game design is very important for learning.

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A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

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When it comes to core curricular needs like math or reading, and measuring learning outcomes, that’s when you may still need a bit of competition, believes Clarence Tan. Tan is the co-founder of Boddle, a multiplayer math learning game that reports a user base of 4 million students.

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Digital Game-Based Learning in Higher Ed Moves Beyond the Hype

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Students in Art Goldberg’s English composition classes at Miami-Dade College and Broward College have a different experience than their peers in most introductory college writing courses. Are digital games viable tools for creating effective online teaching and learning environments in higher education, and, if so, is anyone using them?