Monday, August 2, 2010

Engaging


Today’s digitally native students learn by doing, and learn by making mistakes. An example of this is computer gaming: the player learns by making mistakes how to avoid them the next time they are encountered. Many schools now have classroom rules and reminders that include: “have a go” and “give it your best shot” this can be seen to link to these concepts and models of learning.
Computer gaming can also be seen to link to some of the engagement theory. By incorporating learning into games, such as Reading eggs, and Mathletics, students can learn whilst they are playing. In the future gaming with an educational content will become prevalent.

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