Games Allow for Low-Cost Failure
What Prensky and Gee had realized early on was that game designers had lowered the cost of failure so players would take risks. They'd figured out that well-designed problem solving that gives players a second chance and a way to share their successes is almost irresistibly attractive. In just a few years, game designers had discovered the principles of deep and pleasurable learning that it had taken educators more than a century to apply in schools. Game studios had hit upon "profoundly good methods of getting people to learn and to enjoy learning," Gee would later write. "Here the creativity of capitalists has far outrun that of educators."
Notes:
Folksonomies: education experimentation failure cost
Taxonomies:
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/science/mathematics (0.218539)
/science/computer science/artificial intelligence (0.164945)
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Education (0.877171): dbpedia_resource
Learning (0.814863): dbpedia_resource
Educational psychology (0.784200): dbpedia_resource
Luck (0.782338): dbpedia_resource
Intelligence (0.764463): dbpedia_resource
Play (0.732155): dbpedia_resource
Decision theory (0.633052): dbpedia_resource