summarizing a bit of the scant research that’s specific to the classroom
According to the SRI study, a simulation differs from a game in that it does not employ a points or “currency” based reward system and it doesn’t have level based achievement goals. In addition, simulations have an “underlying model that is based on some real-world behavior.”
Play is useful because it simulates real life experience — physical, emotional, and/or intellectual — in a safe, iterative and social environment, not because it has winners and losers.
The achievement lies in the act of learning and understanding itself.
interactive digital tools can offer an efficient means to provide effective contextualized learning experiences.
games as most beneficial for “low-performing students,” “students with emotional/behavioral issues,” “student with cognitive or developmental issues.” In other words, students who have been labeled and/or diagnosed because they struggle within the traditional school environment, benefit from game-based approaches
Gaming inherently involves systems-thinking which is best taught through collaborative learning.
There are connected, networked ways of knowing that will dominate the digital future. Sharing and collaboration go hand-in-hand with integrating non-competitive and non-commodified ways of playing. The way students play and learn today is the way they will work tomorrow.