Play and Learn: Is it a viable option for Education?
Madhumita Bhattacharya, Athabasca University, Canda & Massey University, New Zealand, Canada ; Nada L. Mach, California State University, Dominguez Hills, United States ; Yayoi Anzai, Aoyama Gakuin University, Japan
EdMedia + Innovate Learning, in Honolulu, HI, USA ISBN 978-1-880094-73-0 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Learning is more effective and efficient when learners feel that they are in a safe, happy and fun environment where they receive positive reinforcement for doing well. This type of environment could be provided by organizing special events, field trips, and interactive cognitive activities. Learning by playing is enjoyable because of emotional engagement, immediate reward and feedback. In the panel session the panelists will debate and discuss the following: To what extend it is possible for us to develop skills for 21st century using web technologies? How similar emotional involvement level could be achieved for learning as it is in a gaming environment? How informal learning approaches could be used to introduce and develop lifelong learning skills and increase the knowledge in different subject areas. How assessment could be integrated in the learning environment which will direct learners to progress? How can gaming and the gaming environment bridge the digital divide?
Bhattacharya, M., Mach, N.L. & Anzai, Y. (2009). Play and Learn: Is it a viable option for Education?. In G. Siemens & C. Fulford (Eds.), Proceedings of ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 3520-3521). Honolulu, HI, USA: Association for the Advancement of Computing in Education (AACE).
© 2009 Association for the Advancement of Computing in Education (AACE)