Showing posts with the label serious games

Romance with "self-directed" and "autonomous" learning as a design gaming solution for universal education

Educational gaming is becoming big business and definitely seen as a solution to the chronic issues of poor/ absentee teachers in schools in poor and disadvantaged contexts, particularly in the developing world. Sugata Mitra and his Hole-in-the-Wall project inspired the director of SlumDog Millionaire and resulted in him winning the TED prize for innovation .  The Global XPrize for Education also holds a similar perspective of emphasizing how the youth need to be empowered by gaming with the assumption that they will teach themselves and don’t need to rely on others, especially bad teachers. But is there such a thing as 'self-directed' learning? Does this imply no intervention at all and that these gaming platforms fill the human gap? Do children make the best decisions for their own personal growth? When we talk about autonomous learning, are we talking about being independent of schooling as we know it? Are we saying its an institution that has failed our children

Arm Chair Activism: Serious Games usage by INGOs for Educational Change

A new paper (PDF) that I co-authored with Sorina Itu on the analysis of serious games usage by INGOs as a means to foster virtual activism has just been published in the International Journal of Game-Based Learning . Sorina Itu deserves significant credit for this as she embarked on gathering data on which this paper is based on. Basically, this is about the battle between educators and entertainers specifically when it comes to gaming. This paper argues that the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs) . These actors employ digital games with the aim to educate and activate towards specific social causes. These serious games are viewed to have tremendous potential for behavioral change through their interactive and persuasive aspects. This paper examines serious games deployed by certain prominent INGOs and analyzes the educative aspects of such new media platforms.