Originally published to eBridge on Wednesday
31 October 2012
Prensky
(2007, p.50) takes a moment to address one of the criticisms that is often
directed at the use of digital games as a tool for learning - the lack of
reflection. This is particularly apparent when the games we use are 'twitch
speed', with no room for error. Race (2010) lists reflection, or sense-making,
as one of the key factors for successful learning, and notes
that:
When we make a decision to
incorporate gaming technologies into a learning program, we then have a duty to
ensure that the reflective part of learning is not sacrificed. Without giving
people a chance to ground themselves, they do not learn any self-reliance in
their learning, and will flounder when their new skills are no longer relevant -
an increasingly rapid and certain occurrence in our evolving
society.
- Prensky, M. (2007). Digital Game-Based Learning. St. Paul: Paragon House Edition.
- Race. P. (2010). Making Learning Happen: A Guide for Post-Compulsory Education. 2nd Ed., Sage.
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