Using Digital Games as Assessment and Instruction Tools by Ryan L. Schaaf explores what can happen when teachers add hard work and deep fun together in the classroom through digital game based learning (DGBL). Students of what Schaaf refers to as the always-on generation gain information through different tools and learn differently than generations before them. Including the always-on generation, an increasing number of people are playing digital games, and corporations and other groups are applying gaming elements to attract and train people. In this way, K 12 classrooms can enhance teaching and learning by adding effective digital games to these academic processes. Intelligently selected games can show facilitators and students what enhancements in instruction, learning, and assessment are available to them in the digital age.
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