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game-based learningVideo games have moved from being thought of as a trivial pastime commonly associated with antisocial adolescents, to securing a central position in contemporary culture. They converge many of the sensibilities that characterize the digital age, leading renowned media theorist Professor Henry Jenkins to claim that video games will become the defining art form of the 21st Century. Educators today are rethinking and reshaping their practice to align with the demands of a rapidly changing wired world. Consequently, a greater emphasis has been placed on skills such as creativity, collaboration, critical thinking, design, play, story, and student agency, all of which can be leveraged by video games. In this edWeb.net webinar presented by the Gaming-Based Learning community, Canadian educator Paul Darvasi shared many practical classroom examples to discuss how video games, as an essential manifestation of contemporary culture, are naturally conducive to learning in the 21st century. He included: Examples of commercial games that can be used in a variety of subject and grades; Specific elements in games that correspond to 21st Century learning skills; The value of using not just educational, but commercial video games in the classroom. This interactive online event and showed how you can use video games to teach your own students 21st century learning skills.

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Game-Based Learning is a professional learning community (PLC) that provides educators, game developers, researchers, and industry executives with a place to learn, ask questions, discuss topics, and share information about games and learning.  This program is co-hosted by edWeb.net, Games4Ed, ISTE GSN, ISTE VEN, and the Education Division of SIIA.

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