One possible challenge for anyone trying to get their head around the role of games in education is the semantics. Which words should we use to describe learning that involves games? What’s the difference between “educational games” “serious games”, “gaming”, “game design”, or “gamification”?
As promised in my previous post, today I'll discuss a few points of interest from the just-published report Digital technologies for learning: Findings from the 2016 NZCER national survey of primary and intermediate schools.
Of the many questions about games and learning that we’re exploring in our project, perhaps two obvious questions to ask are: “Do games actually help learning?” And “What’s the research evidence for this?”
We’ve discussed some of the negative perceptions about games and gaming on this blog before. These range from perceptions that games and play are frivolous, or distractions from real learning, through to more significant concerns about videogame addiction or violence.