This introductory webinar will explore the increasing interest in digital games in the classroom. A demonstration of several existing online games and simulations will help explain why so many educators and researchers are exploring these powerful tools to benefit student learning. Resources for finding games for your students' ages and ability levels will be shared.
Playing avideo game, an electronic game with a video interface
Gamification is the use of game thinking and game design elements (including game mechanics) in non-game contexts. These game mechanics are designed to shape a game's dynamics (e.g., competitive behaviour) and emotions (e.g., anticipation) in order to engage players (e.g. users, customers, employees, voters). https://en.wikipedia.org/wiki/Gamification
Virtual World Examples in
Education According to Wikipedia, a
worldis an online community that takes the form of
computer based simulated environment through which users can interact
with one another and use and create objects.
The term has become largely synonymous with interactive 3D virtual
environments, where the users take the form of avatars visible to
Second Life - Developed by
Linden Labs it is one of the largest and most successful virtual worlds
currently in existence. While not developed for education, it hosts a
large K-12, higher ed, and education organization