7. Key Takeaways


Summary

Key takeaways from this lesson are:

  • The Gartner’s Hype Cycle is best considered as a way of thinking about emerging technologies, rather than as a factual representation of their development.
  • The Digital Education Strategies’ report suggests a workshop approach to serious games design, in which all the key stakeholders are involved.
  • Serious games are relatively high risk and high return activity for teaching in the digital age. Success in serious games means building on best practices in games design, both within and outside education. This approach helps to share the experiences and costs, between educational institutions and game development teams or organizations.
  • Every aspect of learning or any other feature of intelligence can in principle be so precisely described that a machine can be made to stimulate it. An attempt will be made to find how to make machines use language, form abstractions and concepts, solve kinds of problems now reserved for humans, and improve themselves.
  • We need to consider the general characteristics of new technology is its design and application in education; or how does it perform as an educational medium? Technology has become a big success in the financial sector does not mean that the technology will be successful in education also. The technology may need some modifications to be used in the educational sector.