The next five posts relate to my ELPCG1 Journal in which we research a topic relating to ITC in education. I have chosen Gaming and Simulations in Education.

There are several reasons to consider introducing gaming and simulations into our schools today.

Today being the operative word – because we know that students learn more effectively when the learning is relevant to their world.

And their world today is digital .

“humans, in their healthiest states are active, inquisitive, curious and playful creatures”

Churchill et al. (2011)

  • Gaming has evolved into a 21st Century technology. Our students are 21st Century learners. We must evolve into 21st Century teachers.
  • Gaming can be flexible – in its content, in its delivery and in the level of abilities required of the students.
  • Gaming takes ICT skills outside of a discrete unit designed to teach technology and  uses technology to teach set content.
  • Gaming provides scaffolding to problem solve, creating a consequence free environment in which the student can either win or lose. Pintrich’s Motivational theories state that “learning is improved when students associate success or failure with the effort they make as opposed to their ability”. (Churchill et. al. 2011).


Churchill et al.  (2011). Teaching Making a Difference. John Wiley & Sons, Australia.

Klopfer et al. (2009) The Instructional Power of Digital Games, Social Networking and Simulations. The Education Arcade.