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Edited by Jonathan Vernon, Tuesday, 1 July 2014, 08:14

Fig.1. The remarkable rise of the game-player turned racing car pro.

Successfully translating the experience of the game-world to the real one successfully heralds a tipping point in this kind of e-learning. The Times ran an article yesterday on the progress of Jann Mardenborough, a global-Virtual F1 teen online game-player sensation. Mardenborough has taken what he can do from his bedroom to the race track and by all accounts is demonstrating that enough accurate and useable adaptation has occurred; that the kit, software and download times put at a game-players fingertips an experience that is a simulation, not just a simplified gamification.

I have found that Rosetta Stone works - the gamified language learning App. 

I have studied and tried QStream (used to be Spaced-ed) and know that it works too (more in this blog)

On my third and fourth Future Learn online modules I both enjoy and value what I am learn and wonder at the coming of age of the platform: clear, smart, intuitive, friendly, a partnership of student choices and control, a variety of ways into and around the content (though this requires a degree of digital literacy confidence and experience).

 

 

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