In this article , Kimon Keramidas offers a thorough definition by Jesper Juul of what a constitutes a game, as well as further expanding on the 6 characteristics which create this definition: rules, variable/quantifiable outcome, value assigned to possible outcome, player effort, negotiable consequences. Instead of giving attention to how games may be integrated into the learning environment, this article chose as its focal point what educators might extract from game design to create more successful and dynamic learning experiences for their students.
While I find it an absolutely worthwhile endeavor to analyze how education may benefit from game design (and the new technologies they encompass), much of this article echoed many of the same ideas I’ve have heard in conversations about the necessity of student-centered pedagogies. This feeling was further reinforced in the conclusion where Keramidas uses a quote expressed by influential educator and philosopher John Dewey in 1938.
“A primary responsibility of educators is that they not only be aware of the general principle of the shaping of actual experience by environing conditions, but also that they recognize in the concrete what surroundings are conducive to having experiences that lead to growth. Above all, they should utilize the surroundings, physical and social, that exist so as to extract from all that they have to contribute to building up experiences that are worth while.” – John Dewey| | | Next → |