“In school we learn that mistakes are bad, and we are punished for making them. Yet, if you look at the way humans are designed to learn, we learn by making mistakes. We learn to walk by falling down. If we never fell down, we would never walk.”
Assessment doesn't have to be boring, rigid, or standardized. When it comes to assessing your students, consider creative alternatives that allow your students to shine and enable you to gather and analyze meaningful data.
When I was a kid, time spent with the Atari 2600 console was tantamount to dodging responsibilities. Today, video games are no longer just an instrument of procrastination. For my kids, playing video games is often their homework.
Why do we love our favorite stories? Do they need a beginning, middle and end, and a character who changes by the conclusion? Masters of storytelling explore new answers to age-old questions of the craft.
Imagine if students were as motivated to do their schoolwork as they are to beat Halo 4. “Gamification” is a fancy word to describe how to achieve exactly that - bringing game-like engagement to non-game settings - and it’s beginning to pervade all aspects of life, including education.
"n 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 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."
VideoMatthew Peterson is co-founder, Chief Technical Officer, and Senior Scientist at the Mind Research Institute. He's also the creator of ST Math, a unique game-based math curriculum for elementary and secondary schools that uses “neuroscientific,...
Anna Goldfeder's insight:
Interesting article - a bit long, but worth a look.