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Nobody doubts today of the benefits of the game. We know it is a source of stimuli. Playing shows us as we are, we communicate and generate involvement and relationships, among many other things.
Today, the strength of the game is more present than ever. Technology and a generation born around 1970 that continue to play and does not have any intention to stop doing so. The game field has been perfect for the birth of a new way of communicating and education has taken the name of Gamification.
For the first time the arbitrary separation between work and leisure, between leisure and obligation is broken. The game enters all fields beyond entertainment and beyond childhood, invading spaces and non-game activities, becoming an ally of brands and businesses.
However, if the game is hitting the world of business, health and politics, what about education? The gamificació of education is still a challenge pending. We have to put the game in the heart of the teaching and learning process. It is not to play games or use as a resource and educational tool. It is conceived as a set methodology and learning strategy, activating the intrinsic motivation of students as neuroscience tells us today, becoming the true transformation of training people.
In the spirit of ideas worth spreading, TEDx is a program of local, self-organized events that bring people together to share a TED-like experience. At a TEDx event, TEDTalks video and live speakers combine to spark deep discussion and connection in a small group. These local, self-organized events are branded TEDx, where x = independently organized TED event. The TED Conference provides general guidance for the TEDx program, but individual TEDx events are self-organized.* (*Subject to certain rules and regulations)