learning while playing videogames sounds too good to be true

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1/15/2015 Learning while playing videogames? Sounds too good to be true. — iKeepSafe http://www.ikeepsafe.org/educationalissues/learningwhileplayingvideogamessoundstoogoodtobetrue/ 1/4 (http://feeds.feedburner.com/ikeepsafeblog) Subscribe in a reader (http://feeds.feedburner.com/ikeepsafeblog) Share (http://www.addthis.com/bookmark.php?v=250&username=xa4d471076326c2fd9) Print this page (javascript:window.print()) IKEEPSAFE BLOG Learning while playing videogames? Sounds too good to be true. (http://www.ikeepsafe.org/educationalissues/learning whileplayingvideogamessoundstoogoodtobetrue/) August 29, 2013 | 0 Comments (http://www.ikeepsafe.org/educationalissues/learningwhileplayingvideogames soundstoogoodtobetrue/#comments) | Share (http://www.addthis.com/bookmark.php?v=250&username=xa4d471076326c2fd9) (http://www.ikeepsafe.org/wp content/uploads/2013/08/EthansPic.png) Image Credit: niallkennedy Do the games Where in the World is Carmen SanDiego or Oregon Trail bring back any memories? For me, they do. As a young lad in elementary school, my teachers used these games as a way to enhance what we were already learning in the classroom. I was, and still am for that matter, a visual learner. I think these games are an interesting way to teach these subject matters. With the planet spending over 3 billion hours a week playing video and computer games, it makes sense that more educators are turning to gamification, the use of game design elements in nongame contexts. What are the benefits of gamification (http://www.knewton.com/gamificationeducation/) in the classroom? eSpark (http://www.esparklearning.com/gamificationofeducation/) lists these four: 1. Incentivizes Learning: Games often present students with a series of tasks that they need to accomplish. Once completed, the student is often rewarded, and moves onto the next level. Their achievements in this digital setting are tangible 2. Increases Engagement: Games are fun. As students really dive into any game that they like, they become both engaged and motivated. 3. Differentiates Instruction: Each student has their own preferences as to how they like to learn and how they go about retaining information. Gamification encourages students to go out at their own pace and to not be afraid of failing. 4. Promotes a Love for Learning: New York Time’s bestselling author JaneMcGonigal (http://janemcgonigal.com/) said, “Effectively incorporating the ‘gamification’ mentality into the classroom has the capability to boost student achievement and even more importantly, promote a desire to learn.” M M

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This is an example of a blog post that I wrote while serving as the Director of Public Relations for iKeepSafe.

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Page 1: Learning while playing videogames sounds too good to be true

1/15/2015 Learning while playing videogames? Sounds too good to be true. — iKeepSafe

http://www.ikeepsafe.org/educationalissues/learningwhileplayingvideogamessoundstoogoodtobetrue/ 1/4

 (http://feeds.feedburner.com/ikeepsafeblog) Subscribe in a reader (http://feeds.feedburner.com/ikeepsafeblog)

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IKEEPSAFE BLOG

Learning while playing videogames? Sounds too good to betrue. (http://www.ikeepsafe.org/educationalissues/learningwhileplayingvideogamessoundstoogoodtobetrue/)August 29, 2013 | 0 Comments (http://www.ikeepsafe.org/educationalissues/learningwhileplayingvideogamessoundstoogoodtobetrue/#comments) |

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(http://www.ikeepsafe.org/wpcontent/uploads/2013/08/EthansPic.png)

Image Credit: niallkennedy

Do the games Where in the World is Carmen SanDiego or Oregon Trail bring back any memories? For me, they do. Asa young lad in elementary school, my teachers used these games as a way to enhance what we were already learning inthe classroom. I was, and still am for that matter, a visual learner. I think these games are an interesting way to teachthese subject matters.

With the planet spending over 3 billion hours a week playing video and computer games, it makes sense that moreeducators are turning to gamification, the use of game design elements in nongame contexts. What are the benefits ofgamification (http://www.knewton.com/gamificationeducation/) in the classroom? eSpark(http://www.esparklearning.com/gamificationofeducation/) lists these four:

1. Incentivizes Learning: Games often present students with a series of tasks that they need to accomplish. Oncecompleted, the student is often rewarded, and moves onto the next level. Their achievements in this digital setting aretangible

2. Increases Engagement: Games are fun. As students really dive into any game that they like, they become bothengaged and motivated.

3. Differentiates Instruction: Each student has their own preferences as to how they like to learn and how they goabout retaining information. Gamification encourages students to go out at their own pace and to not be afraid offailing.

4. Promotes a Love for Learning: New York Time’s bestselling author JaneMcGonigal (http://janemcgonigal.com/)said, “Effectively incorporating the ‘gamification’ mentality into the classroom has the capability to boost studentachievement and even more importantly, promote a desire to learn.”

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Page 2: Learning while playing videogames sounds too good to be true

1/15/2015 Learning while playing videogames? Sounds too good to be true. — iKeepSafe

http://www.ikeepsafe.org/educationalissues/learningwhileplayingvideogamessoundstoogoodtobetrue/ 2/4

As parents, you can show interest in what your kids are doing. Ask them what games they are playing at school, whatlevel they are on, and most importantly, what they are learning. Ask them about their favorite game and then play itwith them. Have your child teach you how to play, so that you can both succeed together.

Be sure to watch iKeepSafe’s Faux Paw the Techno Cat movies (http://www.ikeepsafe.org/youth/fauxpaw/) and playsome of our fun and exciting games (http://www.ikeepsafe.org/youth/cellphonesmart/)!

Ethan Parry is the Director of Public Relations for the Internet Keep Safe Coalition, anorganization that gives parents, educators, and policymakers the information and tools that empower them to teachchildren the safe and healthy use of technology and the internet.

Bass began making them in 1936 and called themwandtatoo (http://politikalsschulfach.de/wpcontent/themes/twentythirteen/wandtatoos/) The Dispicable Profile ofthe

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Page 3: Learning while playing videogames sounds too good to be true

1/15/2015 Learning while playing videogames? Sounds too good to be true. — iKeepSafe

http://www.ikeepsafe.org/educationalissues/learningwhileplayingvideogamessoundstoogoodtobetrue/ 3/4

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IKEEPSAFE BLOG VIEW BLOG (/BLOG)Jan 13, 2015

New Badges to Identify EdTech Products that Protect Privacy(http://www.ikeepsafe.org/press/newbadgestoidentifyedtechproductsthatprotectprivacy/)

ARLINGTON, Va.–(BUSINESS WIRE)–iKeepSafe has launched the first independent assessment program for FamilyEducation Rights and Privacy Act (FERPA), designed to help schools find ed tech programs and services that protectstudent data privacy. iKeepSafe will soon announce the first companies and products that earn iKeepSafe FERPAbadges. Independent review will help schools address privacy concerns…Continue Reading(http://www.ikeepsafe.org/press/newbadgestoidentifyedtechproductsthatprotectprivacy/)

Jan 12, 2015

iKeepSafe Statement on President’s Call for Student Privacy Protection(http://www.ikeepsafe.org/ikeepsafenews/ikeepsafestatementonpresidentscallforstudentprivacyprotection/)

Arlington, VA – January 12, 2015–Today, President Barack Obama announced new actions to ensure that families,teachers, and students can benefit from educational technology. The President proposed new protections to keepeducational data safe and secure—in tandem with 75 educational technology companies’ commitment to safeguardstudent data. iKeepSafe founder and CEO Marsali Hancock issued a statement of support…Continue Reading(http://www.ikeepsafe.org/ikeepsafenews/ikeepsafestatementonpresidentscallforstudentprivacyprotection/)

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Page 4: Learning while playing videogames sounds too good to be true

1/15/2015 Learning while playing videogames? Sounds too good to be true. — iKeepSafe

http://www.ikeepsafe.org/educationalissues/learningwhileplayingvideogamessoundstoogoodtobetrue/ 4/4

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