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GAMES AND LEARNER ENGAGEMENT: GAMIFICATION, ELEARNING, AND VIRTUAL REALITY

When you hear or see the phrase “educational game,” are you envisioning something valuable and engaging?  Or a fun activity with little benefit? Too often “fun” and “valuable” are seen on two ends of an educational spectrum. Learning experiences—either in the person or online—can either be useful for the learners, providing opportunities for connecting to the content, or they can be fun games, used exclusively for review. This view is supported, in part, by existing “educational” materials, that are either light on content or unappealing to learners.