Embed presentation
Download as PDF, PPTX




















The document discusses using games to educate students. It begins by outlining the workshop goals of introducing social networking and games in the classroom. It then defines what a game is and discusses how games can provide authentic learning experiences. The document also covers how today's students, known as digital natives, have grown up with technology and games. It suggests that educators can leverage the skills gamers have developed, such as collaboration and goal orientation, to improve learning. Overall, the document advocates that games can encourage systems thinking and provide benefits like immediate feedback to support education.


















