|Editor||A. Ross, Citizenship Education: Europe and the World|
Educational gaming is popular among millions of young people, who construct large communities communicating inside ‘affinity groups’. They may have different real and virtual identities, changing according to place and time. Some educators are worried about the consequences: young people may get lost and confused.. Is it an escape into a virtual world? Or just a new and creative way to discover their own identity or identities? There are no right answers to these questions and the future of education will not be like it was before. Gaming is ‘the key to a ‘virtual ‘social space’, a ‘social revolution’ with an enormous impact on students and teachers. The Europe-project uses entry points such as ‘blended learning’, multiple intelligent, natural and real learning.