DoomEd: Risk, Challenge, Failure, and Fear in Learning Game Design |
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We look at the coming together of learning and digital games not as silver bullets that can cut through all educational ills, nor as motivation-rich curriculum supplements, but as both a distinct sociocultural activity (and a potentially commercially viable gaming genre in its own right) that enables learners to play, to be amused, and to experiment and think; and as an approach to education in which educators can learn how to be better in what they do within their professional role and effect transfer. We illustrate how the development of learning within games contrasts with formal learning and argue for the transfer of game-based learning strategies to formal learning through process and project-based approaches as well as separate activities outside formal or mainstream education. We suggest that both learner and teacher education programs need to recognize and harness risk, challenge (to overcome Welfarist notions), failure, and fear as key factors connected to learner motivation, innovation, and success. |