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Gamifying the Maker Movement for Education » Online Universities - 1 views

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    The primary benefits of GBL [game-based learning] are that it is engaging, user-centered, authentic, inspires creativity, and promotes literacy in many different ways. When considering the Maker Movement and GBL the most natural alignment is to have students designing or making games. ...it has the potential to engage students in a wide variety of activities that can support the development of many valuable skills. Designing and developing a game requires planning and research, teamwork, technical skills, computer literacy, imagination, and creativity. A well-supported design project can help students develop all of these skills will simultaneously enhancing knowledge of any subject. The Maker Movement already supports interactions that would meet these objectives.
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FabLab@School | Transformative Learning Technologies Lab - 1 views

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    "What's a FabLab@School? A FabLab is a low-cost digital workshop equipped with laser-cutters, routers, 3D scanners, 3D milling machines, and programming tools, where you can "make almost anything." There are over 50 FabLabs around the world, open to local inventors, small businesses, and garage entrepreneurs.The FabLab concept was created by Prof. Neil Gershenfeld at MIT. Despite the potential impact of FabLabs in education, they are mostly focused on adults, entrepreneurship, and product design. The FabLab@School, created by Prof. Paulo Blikstein at Stanford University is a new type of digital fabrication lab especially designed for schools and children, with several special characteristics. "
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