Game-Based Learning Gains Ground In Higher Education
from The Atlantic
Discussions of game-based learning tend to focus on K-12 classrooms, but educational gaming isn't just for children. From simulation-based games, to Massively Multiplayer Online games, to Alternate Reality Games, to Serious Games that take on real-world social issues such as Purdue University's Serious Games Center, higher education is on the path to widespread integration of all sorts of games in all sorts of classrooms. In its 2012 report on technology trends in higher education, the New Media Consortium predicts that the horizon for widespread adoption of game-based learning is just two to three years away. Despite some challenges, including economic pressures and institutional barriers, it's a good bet that game-based learning will soon be commonplace in most college and university classrooms.
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