In her blog post “10 Surprising Ways to Spot a Great Video Game,” Shira Lee Katz lists 10 characteristics of video games that have value for learners. Additionally, she provides two example video games for each category, and she provides a brief description of each game along with the intended player age range. Though the game examples are all for learners in elementary school, the characteristic categories can be applied to all age groups at any education level. It would be quite instructive to build such a list for the college-aged population.
Now, an article I would really like to see would be “10 Surprising Ways to Spot a Great Course.” A great hurdle to overcome, of course, is that we do not have a convenient mechanism for learners (or other educators, for that matter) to try out or review courses before actually taking them. Until there is better visibility into the course experience (whether it is online, face-to-face, or any combination in between), it will be exceedingly difficult to compare courses on a wide scale and develop a true rating system that allows the learner-as-consumer to make informed choices about course selection.