The potential of games-based environments for learning
This article gives us an overview of the benefits offered by integrating videogames into a learning environment. It also mentions great examples of four educational experiences, three of which are interactive environments and one is a national Australian videogame design competition that promotes the use of STEM skills.
https://kerbalspaceprogram.com/en/ A game where you design a space program.
https://education.minecraft.net/ An interactive experience based on the acclaimed game Minecraft, where the users get to explore different types of topics and educational material.
http://go.secondlife.com/landing/education/ A Massive Multiplayer Online Experience where educators can design a complete learning space or environment.
https://www.stemgames.org.au/ The Australian STEM Videogame design challenge.
In addition to these examples, the article mentions key elements that successful game environments can bring in an educational context:
They must identify and challenge students at their level and progress them when successful. Students will continue learning by building on top of what they’ve already learned. Plus, the teacher can use that progress by motivating them in enhancing their understanding.
Make students be active participants, which in turn will motivate that higher order of understanding.
Also, motivate students to take more risks and be less scared of failure. Since in a game environment, most of the times there is an opportunity to try again.
It is a challenge to comply with most curriculums, since many games are not design with that in mind. But, opens up an opportunity for educational game developers to design with this in mind.
Read the full Article here: https://www.teachermagazine.com.au/articles/the-potential-of-games-based-environments-for-learning
Re-imagining the Modern Classroom
This article presents how policy makers, educators, and parents imagine the classroom of the future. Most of them tend to agree on many core elements:
Teachers should have the flexibility to organize or reorder the classroom as the material dictates.
In other words, modularity of the spaces where students will be interacting. Long gone will be the traditional idea of desks in a row.
Open spaces, where everyone can interact and a sense of community can be established. These are some of the recurring thoughts between the individuals that voiced their opinions.
For more on this article visit: https://www.theatlantic.com/education/archive/2016/09/reimagining-the-modern-classroom/498224/
This article gave way towards another: https://www.edsurge.com/news/2015-06-29-tear-down-this-wall-a-new-architecture-for-blended-learning-successhttps://www.theatlantic.com/education/archive/2016/09/reimagining-the-modern-classroom/498224/
Tear Down This Wall! A New Architecture for Blended Learning Success
Which is an interview of one of the key architects, Larry Kearns, who worked in Intrinsic Schools in Chicago. Which is a cutting edge blended learning school. Much of this design of the institution, correlates perfectly with the vision of most of the interviewed in the last article. And offers a vision of a real-world version of that ideal future classroom or in this case, school.
How Generation Z is Shaping The Change in Education
This article presents the main reason we as educators must embrace the discussion of changing completely the traditional educational environment. Generation Z has finally entered college and they are not just looking forward to interacting with computers or technology in general. These are individuals that are mostly doers than just listeners. And it is important that, as mentioned in the articles before, we need to build environments that promote collaboration. More than just a one sided interaction.
For more on this article visit: https://www.forbes.com/sites/sievakozinsky/2017/07/24/how-generation-z-is-shaping-the-change-in-education/#73a164e46520
Image taken from: EdSurge Article