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I have learned that neither gaming nor simulation are effective at introducing new concepts.  Adult learners need to understand the "why" for accumulating new information; it would seem that simulation would be more effective at answering the why question rather than gaming, where the goal may be competition or point accumulation.  If social learning is a main motivator for gaming, I'd like to see research that breaks this down by  generational motivation.  For example, in my experience, the digital natives may be more motivated by social context to learning, where "Boomers" may not be socially influenced.

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