Do+we+learn+from+gaming+and+virtual+worlds?

Using Video gaming and virtual worlds to simulate the real-world situations in the classroom to help students develop critical-thinking skills Instead, "video games can stimulate learning of facts and skills such as strategic thinking, creativity, cooperation and innovative thinking, which are important skills in the information society." Toine Manders, the Dutch liberal MEP who drafted the report, said: "Video games are in most cases not dangerous. We heard evidence from experts on computer games and psychologists from France, the US, Germany and the Netherlands and they told us that video games have a positive contribution to make to the education of minors." The study called for [|schools] across Europe to consider using games for educational purposes and urged parents to take a greater interest in them. []

Explore the views of Prof. James Gee, (world expert)

Virtual Worlds and SecondLife

Learning by design James Gee 2005 Games and Learning literature review 2004 Teaching with Games Games and Learning Handbook 2005

FutureLab project Teaching with Games 2007 -09

Harnessing technology - next generation learning

Computer games schools, and young people 2009 (Williamson)

Myst for teachers 2005

Tim Rylands using Myst in classroom Using Myst in Literacy week 1 : Tim Ryland Myst Kids getting verbal Ateacher uses Myst to promote writing.

Using Nitendo DS lites in the classroom

Games based learning website Welcome to Virtual School

Make your own game on What2Learn website Gaming in Families is currently being examined.

The **Serious Games institute**, based at Coventry University explores games designed for a primary purpose other than pure entertainment. The term "serious" refers to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics. website

Some suggestions for making your own games