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Rescooped by Amy Cross from Teaching + Learning + Policy
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Turning My Classroom Into A ‘Living Video Game’—And Watching Achievement Soar

Turning My Classroom Into A ‘Living Video Game’—And Watching Achievement Soar | cool stuff from research | Scoop.it

"The notion that struggling and failing is important to learning runs counter to traditional approaches to U.S. education. In fact, failure and its accompanying 'F' grade stigmatizes a student as unprepared or 'challenged' and is usually seen as a predictor of failure in future grades. In the world of gaming, however, the very elements of struggle, challenge, and failure that discourage kids in the classroom become the primary drivers of engagement and achievement. In 2011, after 14 years of teaching, I decided to transform my second grade classroom into a living video game. The inspiration for this was the book, Reality is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal. McGonigal’s message is that the monotony of classroom routines can be deadening to kids, that individuals are wired to need brain stimulation, and that even the most straightforward games can provide that. However, as McGonigal points out, when they’re interested in something, kids demonstrate a powerful ability to maintain focus on even the most challenging tasks. Case in point: video games, which are so challenging that players fail 80 percent of the time—and yet are still motivated to persevere. If we can tap into even a fraction of this energy and enthusiasm, I thought, then we can effect the kind of educational transformation called for in the 21st century." | by Joli Barker


Via Todd Reimer
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Sean Riley's curator insight, March 21, 2013 10:23 AM

"Kids demonstrate a powerful ability to maintain focus on even the most challenging tasks. Case in point: video games, which are so challenging that players fail 80 percent of the time—and yet are still motivated to persevere. If we can tap into even a fraction of this energy and enthusiasm, I thought, then we can effect the kind of educational transformation called for in the 21st century." | by Joli Barker

- Another article explaining how video games have impacted the class room's of many children around the world for the better. 

Kaia Kask's curator insight, December 2, 2015 11:14 AM

Õpetaja jagab oma kogemust õpetamise muutmisest mängupõhiseks.

Rescooped by Amy Cross from Eclectic Technology
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Can your class survive a week without Technology?

Can your class survive a week without Technology? | cool stuff from research | Scoop.it

Gleeson shares three scenarios that may happen in your classroom (they did in his) and in each case the result was that the students were not able to use the Internet. When we work with technology things often happen, and the end result may be the lesson plan that you had goes out the window. This post asks us if we are prepared for these types of scenarios and raises some other questions that may be considered.
You may also want to check out a post he refers to in this post that shares Web 2.0 tools that may be used by students under 13. The post, Web 2.0 for the Under 13s Crowd, is located at:

http://mgleeson.edublogs.org/2012/07/05/web-2-0-for-the-under-13s-crowd/. (It is also in this Scoop.it).


Via Beth Dichter
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