{"id":1531,"date":"2010-11-16T09:30:58","date_gmt":"2010-11-16T13:30:58","guid":{"rendered":"http:\/\/edutechdebate.org\/?p=1531"},"modified":"2012-09-27T10:37:25","modified_gmt":"2012-09-27T14:37:25","slug":"world-bank-first-foray-serious-gaming","status":"publish","type":"post","link":"https:\/\/edutechdebate.org\/games-and-education\/world-bank-first-foray-serious-gaming\/","title":{"rendered":"The World Bank’s First Foray Into Serious Gaming"},"content":{"rendered":"

The gaming industry has been growing faster than the movie industry in the past number of years and is occupying an increasing number of hours of time in a young person\u2019s day. Many have argued that educational games have the potential to reach students outside of the classroom where some traditional educational methodologies are failing. Indeed, this genre of \u201cserious games\u201d has mushroomed over the past number of years. In order to better understand the impact and potential of such games, earlier this year, the World Bank decided to develop and evaluate an educational game focused on youth social innovation and development \u2013 Evoke: a crash course in changing the world.<\/p>\n