When Jim Gee first published "What Video Games Can Teach Us About Learning and Literacy," he painted a portrait of a gamer engaged in an immersive world where the gamer is lost, for hours, in meaningful play as a soldier in World War II or a Greek god. What Gee was talking about is that schools should rethink their design to be more akin to games. What if curricular design had as much depth as the design of major commercial video games? For the most part, this topic was never explored. Instead,...
Full Story: The News & Observer

