1. Students today are "Digital Natives", the Millennial Generation learn differently 2. They multi-task 3. They are ICT (Information and Communication Technology) literate 4. Game play intrinsically motivates and promotes self-efficacy 5. Game play promotes a desire to learn and succeed 6. Students today do not learn in a linear format and thrive in discovery based student-centered learning
1. Students today are "Digital Natives", the Millennial Generation learn differently 2. They multi-task 3. They are ICT (Information and Communication Technology) literate 4. Game play intrinsically motivates and promotes self-efficacy 5. Game play promotes a desire to learn and succeed 6. Students today do not learn in a linear format and thrive in discovery based student-centered learning
Instructional Implementation of DGBL - Students build games from scratch - Educators build the games used to teach students -Integration of Commercial of the Shelf Games into curricula
Ferdig, Richard E., and Jeff Boyer, “Can Game Development Impact Academic Achievement?” T.H.E. Journal, October 1, 2007, http://thejournal.com/articles/21483 (accessed February 6, 2008).
Gee, James P., What Video Games Have to Teach Us About Learning and Literacy (New York, NY: Palgrave Macmillan, 2003).
Schaller, David, Minda Borun, Steven Allison-Bunnell, and Margaret Chambers, “One Size Does Not Fit All: Learning Style, Play, and Online Interactives,” Museums and the Web 2007: Proceedings, 2007, (pdf) http://www.eduweb.com/OneSizeDoesNotFitAll.pdf (accessed February 6, 2008).