The Gamification of Education
Digital literacy is the future of communication and commerce and creates learning experiences that develop students' capacities for critical thinking, creativity, imagination and innovation. Digital communication requires skills learned through study of the fine arts, as well as the skills of using new technology. Digital games combine the power of science, technology, engineering and math (STEM) skills in a program that fuses the arts (A) and humanities with hands-on experiential learning into complex eco-systems within, and extending beyond, the game space to involve networks of people in a variety of roles and rich interactions. Learning STEAM skills represents a critical activity within this larger, highly engaging system where the future economy is contingent upon students’ success.
Additional Supporting Materials
- What are some of the best ways to teach creativity, communication and critical thinking skills essential to success in today’s digital world?
- How can we understand the intersection between the arts, technology and game development? And how can we teach this understanding in high school and higher education?
- What are the challenges to making digital learning a reality in education and how do we evaluate the progress?
- How can educators use fine arts to prepare students to articulate and convey their ideas through interactive media and game development?
- Why is a fine art education important to a quality STEM (Science, Technology, Engineering and Math) education?
- Warren Spector, N/A, N/A
- Paul Toprac, Associate Director for Game Development and Senior Lecturer, University of Texas at Austin
- Doug Dempster, Dean of the College of Fine Arts at the University of Texas at Austin, University of Texas at Austin College of Fine Arts
- Jennifer Ransom Rice, Executive Director , Texas Cultural Trust
Caroline Hammond, Program Director, Texas Cultural Trust
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