Flat Classrooms

Transforming learning through global collaboration

This generation of students has grown up with digital games. How can we tap into their love of gaming to learn? Can we increase students' problem solving skills through digital games? In this video I introduce Andrea Kuszewski's five steps for increasing fluid intelligence. Each step is followed by an example computer game or simulation that exemplifies that step. I also touch on gamification.

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Founder
Comment by Julie Lindsay on November 21, 2012 at 10:15pm

I had never heard of the term PPOT before (Place Out Of Time). Well done Helen, really enjoyed reviewing this video again. You provide a very accessible reason for why we should be thinking more about games for learning. Thanks!

Comment by Barbara Morganfield on November 15, 2012 at 6:50pm

What great info! Who knew?

Comment by Tasha Cowdy on November 13, 2012 at 4:13pm

Very interesting. Like Jason, I think I need to use more games in class. Thanks for this!


Book Club Member
Comment by Jason Graham on November 13, 2012 at 10:17am

Thanks, this was informative. I need to use more games in class I think. I saw Adrian Camm in Beijing last month at a conference, he is a gaming 'guru' and really challenged and changed my thinking.  I like how you brought up the mastery of games  higher order thinking skills. Different thinking skills.

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