Over at the NPR/KQED education news site MindShift, I examine the sources schools turn to as digital learning games rise again in popularity. And this cycle, it’s not just the traditional and startup education companies, but non-profits, consumer crossovers and academic institutions themselves.
(And yes, I know: with a title like, “Where do educational games come from?,” there is a temptation to begin it with, “Well, when two fun-loving snippets of code love each other very much ….” But I restrained myself.)
There is always a danger of leaving out good examples when citing others. And there were several I had no room for, including that of some former clients like Sokikom and the innovative work being done by SMALLab, which began at Arizona State University and uses wireless tech (think Xbox Kinect controllers) to capture motion in math and physics student game play. Digital education games are definitely fertile territory for innovation, and this cycle appears based on a more solid foundation of research.
This latest MindShift explainer on digital learning games is something of a “bookend” to my previous MindShift piece, “What’s the difference between games and gamification?” Together, they should provide a good snapshot of digital games in education and perhaps a way to understand the landscape.
Read, “Where do educational games come from?” at MindShift.