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Digital blurring; transferring the skills from the technologies we use in our private lives into our learning worlds.  The technologies we use in our private lives by choice can help in the learning contexts, as the skills and experience gained can be transferred into our learning worlds to help further learn new technologies and the ever-changing digital world we live in.

It is vital teachers in this modern age are equipped with the necessary skills to teach in a digital age. Students are habitually using technology in their lives at a far greater level than previous generations and they expect their education to be rich with technology to equip them for their future professional lives in this modern world (Howell, 2013).   Therefore teachers need to ensure they are including a wide range of different technologies that enhance the learning experience for the students.  However including a wide range of technology is not all that teachers need to consider, they also need to consider if the technology being included is allowing learning outcomes to be met. The demand to receive an education rich with technology is increasing as the use of technology in modern students lives increases. Modern students are experienced in a range of digital technologies such as smartphones, web browsing, platform games such as Xbox, PlayStation, online gaming, Web 2.0; Facebook, Instagram, Tweeter and popular ‘apps’ (Howell, 2013).

Gaming as a learning tool:

Gamification is applying game like mechanics to existing content such as points, levels, leaderboards, badges and so on, to make it more interactive and improve user experience. Gamifying not only increases interactivity but increases awareness and rewards challenging tasks. Gamification Education (http://badgeville.com/wiki/education/)

Gamifying is a creative teaching method to learn content in a creative and hands on way.  Jane McGonigal a Game Designer, believes gaming can make a better world.  She has a strong view that gaming can help us save and improve the world.  She states that students can achieve more in games and games give the motivation to stick at solving a problem.  Gaming in her opinion is a tool that gives students the feeling of achievement.  It allows the feeling that you can achieve more in a game then what you would feel you could achieve in the real world (McGonigal, 2010).

Moreover if students enjoy playing games, then incorporating gaming into the educational context could be very beneficial.  By adding new technologies into educational contexts means learning in schools can be more engaging and interesting.  However teachers must aim to maintain, extend and build new competencies in technology (Howell, 2013).


Digital age [Image]. Retrieved from http://workingattheedge.org/2013/02/20/digital-age-parenting/

Digital blurring [Image]. Retrieved from http://pando.com/2013/01/31/showrooming-and-the-blurring-line-between-physical-and-digital-retail/

Howell, J. (2013). Teaching with ICT: Digital pedagogies for collaboration and creativity. South Melbourne, VIC: Oxford University Press.

McGonigal, J. (2010, February). Gaming can make a better world on TED2010 [Video file]. Retrieved from http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world


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