"The secret of a videogame as a teaching machine isn't its immersive 3-D graphics, but its underlying architecture. Each level dances around the outer limits of the player's abilities, seeking at every point to be hard enough to be just doable. In cognitive science, this is referred to as the regime of competence principle, which results in a feeling of simultaneous pleasure and frustration - a sensation as familiar to gamers as sore thumbs. Cognitive scientist Andy diSessa has argued that the best instruction hovers at the boundary of a student's competence. Most schools, however, seek to avoid invoking feelings of both pleasure and frustration, blind to the fact that these emotions can be extremely useful when it comes to teaching kids."
Musings and findings about teaching with games. Created by the learning community of EDTEC 670 at San Diego State University.
Wednesday, April 16, 2003
Games, Not School, Are Teaching Kids to Think
Felicia Douglis alerted me to this piece from Wired echoing the Prensky reading we use in the course.
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