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It is the creative capital that goes into education, it offers an antidote to the rigid and boring verbal instruction.  Learn more here: https://www.ted.com/talks/emily_pilloton_teaching_design_for_change#t-1014437

Some of my thoughts:
It is hands-on, engaging and requires active participation. Essentially allows students to apply all the core subject learnings in real and practical ways.

It is easier to learn math and science with images representing critical meaning in the discourse of each lesson. Rather a hand-ons approach can allows students to enquire into the different representations and models.

As the teachers, to be prepared to understand and customise learning through Affordances. Perceived and Real to communicate and expand and extend learning opportnities through many new ways of thinking and reasoning skills.

Common ways are in project work and presentations and more different ways are in product design, statistics for interpretation and analysis.

Limitations is training to teachers and time involved. However this out weighs the benefits of a new generation of practical thinkers. Even then the video i included shares that this works effective in Rural communities and can transform econmic growth.

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In design, we should care much more about what the user perceives than what is actually true. What the designer really should care about is whether the user
perceives that some action is possible

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The video highlights a practical consideration of what is understood as an affordance. It links it to user intuitiveness. What it describes from a gamer designer's perspective is actually more like a related term, intentionality. This is not the same as intuitive design. The video likens the  affordance to laying down contextual clues or designing a gaming experience around a technological feature or function. We see this in CSCL and we call them scaffolds or more precisely, intentional learning scaffolds. Scaffolds are always intentional and mostly accidentally intuitive

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The word "Affordance" originated from psychologist J. J. Gibson (1977, 1979) to refer to the actionable properties between the world and an actor (a person or animal). To Gibson, affordances are a relationship. They are a part of nature: they do not have to be visible, known, or desirable. Some affordances are yet to be discovered. Some are dangerous. Not all affordances of even everyday objects are known to us.

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I loved the shared video.
It triggered me to think of the iPhone, which probably became so popular because of its intuitive design as a consequence of adherence to maintaining a good relationship between perceptual information and affordance. In fact I believe that all popular tools, whether hardware or software must be closely aligned to the above principle.

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UX Design (User Experience Design), UI Design (User Interface Design) 

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UX Design (User Experience Design), UI Design (User Interface Design) 

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I agree with Victor, the affordances described here seem to be focused on the user-friendliness of a tool than about its merit or capability. Elements in the interface that are easy to access, understand, and used to facilitate those actions refer to the tool's User Interface Design whilst enhanced usability, ease of use, and pleasurable interactivity of the tool refer to the tool's User Experience Design.

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When i cannot be bothered to read the friendly manual!

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my take is, one video explains affordances in terms of what an item can be used for (if its obvious) or we may find alternative use based on our interpretation.

this video further explains that if the design is good, affordances become more obvious.

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False affordance: placebo button
Hidden affordance: use the door to open walnut
Perceptible affordance: the handle of a cooking pan
- Victor

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I do not know whether I am getting it right, but the term affordance is used in this video in a different and more specific context. In this video, it talks about the features of an object that make it obvious as to how it should be used. In the previous video, affordances mean anything that you can do with the object, such as using a book to scratch, even if it is not designed to do that. - Victor

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It means when you want the users to use a tool or gadget easily without going through a thick manual to know how to use it, you make it in such a way that the users can intuitively take the correct action instead a second thought. E.g., if you draw a trash can, people know it is a place to discard things. If you have a scissors icon, people know it is for you to cut things.

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What do academics say about this term? What are some of the variations among them? Please cite a few examples.

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watch this tutorial first!

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I feel the same

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I feel that it means something else, design or affordances to me, means the features offered, not the visual portrayal.

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I concur with the video, good design does help with the uptake of particular technology

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Affordances - How Design Teaches Us Without Words - Extra Credits

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Sometimes, you just look at a thing and know how it works. That's not an accident - it's good design, called affordance, and it can be applied to video games. Subscribe for new episodes every Wednesday! http://bit.ly/SubToEC (---More below) Read "The Design of Everyday Things" to learn more about this!