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I know games can help people learn... its finding time in the class to allow it when there is so much content to go over. there really isnt time in the class. students need to be willing to do this on their own time.

Thus far, I've learned that there are MANY more factors than I first realized that will need to be considered in order to design/develop optimal gaming and/or simulation experiences for learners. 

 

It is effective at capturing the learners attention if used effectively.

 

It is effective at capturing the learners attention if used effectively.

 

... the amount of class time required for simulations, funding, administrative issues and technical issues. This is so true! We need to implement educational gaming center for promote the development and implementations in courses.

In this module, I have learned that games and simulation provide various learning benefits, but it should be noted that they are not "self-learning". I will apply in my courses to identify your goals, plan and prepare content, be flexible, locate resources when using these methods.

I have learned that it is good to add variety to the learning classroom. We just need to make it purposeful and goal-centered. 

 

I really enjoyed this bit of learning. I use simulation greatly in my teaching currently and really understand the value of it. 

 

Luckily with improv and theater, hands on learning dominates all classes. 

Games are a good way to get students interested in topics that they might find boring if presented in a more traditional way. Many students respond well to competition. 

Games keep students engaged and learning, but need to be well thought out and planned as any other lesson plan. 

 

Gaming and simulations are a great tool for learning . Most advanced simulations require creation skills that are beyond the instructor. 

resulting is games that are boring and offen considered busy work or wasted time.  I wish I could create a good simulation.  

 

Games help with memory retention and competition helps engagement. 

As humans we learn best through "play" and games in the learning environment make sense to me, but it will take me time and thought to develop entriguing 'games' for my class.

As I was reading all of this I realized that most of the learning experiences I actually remember vividly were all elaborate simulations conducted by my teachers (in person). Even at the time I was impressed by how much planning and time they had put into these activities. It make me want to create these kind of experiences for my students - especially in an online environment. 

Games get the digital leaners more motivated as it is something they enjoy.

 

Games can be used as a supplemental tool but should not be relied upon as the sole approach. The benefits are many but so are the disadvantages. Games and simulations should only be used when they can enhance a students deeper understanding of content.

I agree with a few of the other posters here. The material has been good, but wish there was a few more resources that supported the module. 

 

I agree gaming takes a lot of time from instruction but my students postively respond to it and I can monitor them very easily.  I'd love for them to do it at home but internet connectivity is not reliable in rural Alaska so we must use school time.  The programs we have them on are quite good and allow me to measure their sucess and failures quite nicely.  Also, the studens respond very positivley to the gaming as they don't have an adult breathing down their neck or someone just talking to them.  It does take the human element out of some of my instruction. 

I researched gaming integration in the early 2000's and they were pretty primitive at that time. My admin would not have supported them at that point. However, I am excited by the possibilities in science regarding complex, multistep processes as exist in physiology as well as photosynthesis and respiration. It could be amazing.

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