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Games and gaming popular culture TEDTalks

The value of games and gaming

 

Game-based learning has appeared as an important emerging technology in recent K-12 Horizon Reports (2010, 2011, 2012) – with a 2 to 3 year time to adoption. Schools have had success with the gamification of learning, using World of Warcraft and Minecraft to deliver curriculum: http://www.starnewsonline.com/article/20120724/ARTICLES/120729863

Jane McGonigal – games designer and evangelist
You have probably seen her 2010 TedTalk Gaming can make a better world – viewed by over 2 million: http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
Her 2011 book Reality is broken: why games make us better and how they can change the world looks at gaming through the prism of positive psychology. Gamers tap into traits such as optimism, resilience and learning from failure – very useful when you face tough challenges. Games can provide solutions to real world problems (eg. her World without oil game).

She has recently developed SuperBetter – an online self-help game that helps users deal with personal challenges. Points and medals are awarded in the pursuit of recovery – an “epic win”.

Watch her TedTalk posted last week: The game that can give you 10 extra years of life. She explains how games can boost resilience, happiness and mood and even lead to a longer healthier life. A bit gimmicky but interesting and entertaining with some quick ideas for the classroom about boosting your physical, mental, social and  emotional resilience (eg. experience 3 positive emotions for every negative emotion in your daily life).
http://www.ted.com/talks/jane_mcgonigal_the_game_that_can_give_you_10_extra_years_of_life.html?quote=1746
Review: http://www.nytimes.com/2012/04/29/fashion/jane-mcgonigal-designer-of-superbetter-moves-games-deeper-into-daily-life.html?_r=1&pagewanted=all

 

 

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