In Chapter 4 of the textbook, Willis and Mitchell (2014) discuss the role of video games in learning. Gamification, as the trend is sometimes called, can be an effective tool for instructional designers, teachers, trainers, and facilitators; and it can also be called a useless distraction, pointsification, or mandatory fun. This discussion will be a debate about the merits of gamification in learning.
In your initial post, use research about how the brain learns to justify the appropriateness or inappropriateness of gaming as a learning tool. Whichever position you take, be sure to support your justification with information from the textbook (Willis & Mitchell, 2014) or other scholarly sources such as the Bruder (2015) article listed in the recommended resources section.
In Chapter 4 of the textbook, Willis and Mitchell (2014) discuss the role of vid
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