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Description
This video blog entry is a companion to the article of the same title on EmergingEdTech.com [URL: http://www.emergingedtech.com/2012/06/introducing-a-game-based-curriculum-in-higher-ed/]. Continuing from last week's post about "The Gamification of Education", this week we bring you a guest post from Justin Marquis, who examines the why's and how's of incorporating game based learning elements into the higher education curriculum. The gamification movement is in full-effect with its fair share of proponents and opponents. Those in favor of the idea most often cite student motivation and the ability of games to simulate real world circumstances so that learners can safely explore these environments without endangering themselves or others. Those on the other side of the argument think gamification is just a fad and that there is no real transfer of what is learned in games to the real world. There is enough research on both sides to support either point of view, but perhaps those most opposed to the incorporation of games into their curriculum just don't know where to begin? For those on the fence, here is guide for getting started with introducing games into the higher education classroom.
