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Episode 110 - Patrick Rael

dc.contributor.authorBruff, Derek
dc.date.accessioned2022-08-24T23:32:07Z
dc.date.available2022-08-24T23:32:07Z
dc.date.issued2022-04-18
dc.identifier.urihttp://hdl.handle.net/1803/17559
dc.description.abstractJames Paul Gee wrote a book on games that pointed out how much learning happens when you play a game. Gee was writing about video games, but the same is true for analog games, like board games. Designing a game for players and designing a learning experience for students can run surprisingly parallel. In both contexts, you put together a sequence of experiences and interactions that are intended to guide the participants in certain directions. Gee pointed out that, since games can motivate and encourage a lot of learning by players, there could be design moves commonly made in games that could inform the design moves we make as teachers. This led to what’s sometimes called the gamification movement, adding game elements to learning experiences to help motivate and reward learners. In today’s episode, however, we talk with a professor who doesn’t borrow elements from games to use in his teaching—he runs game labs where students play entire board games as part of the learning process.en_US
dc.language.isoen_USen_US
dc.publisherVanderbilt Universityen_US
dc.source.urihttps://leadinglinespod.com/episodes/episode-110patrick-rael/
dc.subjectgamesen_US
dc.subjectactive learningen_US
dc.subjectgamingen_US
dc.subjecthistoryen_US
dc.subjectcourse designen_US
dc.titleEpisode 110 - Patrick Raelen_US
dc.typeRecording, oralen_US


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