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	<title>Comments on: Nintendo&#8217;s Four I Standard</title>
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		<title>By: Abhijit Kadle</title>
		<link>http://www.upsidelearning.com/blog/index.php/2009/06/19/nintendos-four-i-standard/comment-page-1/#comment-352</link>
		<dc:creator>Abhijit Kadle</dc:creator>
		<pubDate>Wed, 01 Jul 2009 04:01:16 +0000</pubDate>
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		<description>Yes, in my opinion they are becoming more closely aligned. I like to think that there are two primary reasons for this increasing alignment.
1. demographics: while there are many people who dont believe that the younger generation of learners qualifies for an entirely new type of learning, and a class who believes that &#039;digital natives&#039; play and learn differently and our methods and content must change accordingly.
I&#039;m still sitting on the fence in the matter. Its obvious that an entire generation of individuals heavily invfluenced by internet and game technologies is coming out of schools now. Would conventional elearning address their needs? I&#039;d think not, we need to adopt paradigms from the gaming world to make learning content more palatable for this audience.
2. Availability of technology: a fair amount of workplace learning can easily be &#039;gamed&#039;, at a relatively decent cost and within a reasonable timeframe. This was not possible just five years ago; game development tools and sophisticated game technology is now available for a fraction of what it cost then.
Moreover, instructional designers and learning development companies are starting to see great learning value and business sense in developing games. I feel this will only spur the adoption of games/simulations even more.</description>
		<content:encoded><![CDATA[<p>Yes, in my opinion they are becoming more closely aligned. I like to think that there are two primary reasons for this increasing alignment.<br />
1. demographics: while there are many people who dont believe that the younger generation of learners qualifies for an entirely new type of learning, and a class who believes that &#8216;digital natives&#8217; play and learn differently and our methods and content must change accordingly.<br />
I&#8217;m still sitting on the fence in the matter. Its obvious that an entire generation of individuals heavily invfluenced by internet and game technologies is coming out of schools now. Would conventional elearning address their needs? I&#8217;d think not, we need to adopt paradigms from the gaming world to make learning content more palatable for this audience.<br />
2. Availability of technology: a fair amount of workplace learning can easily be &#8216;gamed&#8217;, at a relatively decent cost and within a reasonable timeframe. This was not possible just five years ago; game development tools and sophisticated game technology is now available for a fraction of what it cost then.<br />
Moreover, instructional designers and learning development companies are starting to see great learning value and business sense in developing games. I feel this will only spur the adoption of games/simulations even more.</p>
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		<title>By: Scott Hewitt</title>
		<link>http://www.upsidelearning.com/blog/index.php/2009/06/19/nintendos-four-i-standard/comment-page-1/#comment-329</link>
		<dc:creator>Scott Hewitt</dc:creator>
		<pubDate>Mon, 29 Jun 2009 13:14:34 +0000</pubDate>
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		<description>Interesting post and link. Are games and instructional design becoming more closely aligned?</description>
		<content:encoded><![CDATA[<p>Interesting post and link. Are games and instructional design becoming more closely aligned?</p>
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