This interview from EdSurge is a really interesting insight into how developers are championing game-based learning. Expanding and diversifying learning experiences is so important to us here at IM and iOi. Through initiatives like our Lab Liftoff: Game and Code event in the Easter Holidays, children can experience playful technology, allowing them to be the rule-makers, and not just the consumers, of games.

Dan White, the co-founder and CEO of Filament Games, an educational video game developer based in Madison, WI, knows from personal experience that kids can get a lot more out of video games than entertainment, sharpened reflexes and enviable manual dexterity. Back in the ’90s he was a devotee of Civilization, a game where players run an empire from the dawn of time to the Space Age. “Along that timeline you make all sorts of interesting strategic decisions about your empire,” says White. “Now I run a 40-person ‘empire’ at Filament. I have to do a lot of the same strategic thinking that I enjoyed doing in that game.”

EdSurge recently caught up with White to talk about how game-based learning (GBL) can help children develop the skills that will be essential in their future jobs, and how Minecraft, specifically, has influenced classroom education and the learning game industry. He also ponders whether games can both teach and measure 21st-century skills, considers the barriers to a broader use of GBL in schools and discusses the not-so-mysterious motivational power of Pokemon.

Continue reading this article on EdSurge.

Posted by:Sophie Sabin

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