Learning Philosophies
Deep Learning
Hard Fun
 
     
Management Team
John A. Purdy
Matthew C. Johnson
 
     
Educational & Professional Affiliations  
  DEEP LEARNING
  One of our core philosophies is rooted in a concept known as Deep Learning. We believe "students" in all stages of life are more engaged with their subject matter when they are experiencing it instead of being forced to endure it. Nobody said that learning can’t be fun; our games and simulations let people explore subjects, products and environments while giving them the freedom to interact with things in a new way.

Here are a few of the reasons that this philosophy is becoming so powerful in the world of interactive learning:
 
Learning by doing: Players make decisions that have consequences; they actively participate in the worlds they inhabit.
   
Learning by experimenting: Players can safely try out multiple solutions, explore, and discover information and skills.
   
Life-like learning situations: Virtual worlds can provide environments that respond the same way the real world responds, allowing the player to transfer knowledge and experience between the two.
   
Believing in abilities: Rewards and levels in games foster the belief that you can achieve something and thereby generate a positive attitude towards overcoming obstacles, and increase the player’s success rate.
   
Clear objectives: Well-defined game goals allow players to make more progress toward learning objectives.
   
Team learning and skills: Multiplayer games allow for group problem solving, collaboration, social interaction, negotiation, etc. Players learn not only from the game, but from each other.
   
Learning without limitations: Game environments naturally transcend barriers of language, geography, race, gender and physical abilities. Players who are self-conscious in real life because they are “different” have no way of being set apart online.*
   
  * - Based in part on Merrilea Mayo, Ph.D. (2005), “Ender’s Game for Science and Engineering: Games for Real, for Now, or We Lose the Brain War,” and “How People Learn,” National Academies Press (2000).
 
 
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