Digital learning is changing the world. It is connecting billions of young people to the idea economy. It is improving working conditions and career opportunities for educators. There are seven benefits of digital learning that are changing the opportunity set for teachers and three additional benefits that are proving to be game changers for educators.
Failure seems to be all the rage these days. Fail fast. Fail smart. Fail forward. It's hard not to gag on the plethora of "failure" clichés that headline cultural media today. My 6-year-old daughter is even wrapped up in the topic.
By Robert Sun In speaking before many groups of educators, in cities across the nation, I often hear that one of the biggest challenges facing schools today is how to consistently engage and motivate children to learn. Children, as we all know, are natural learners. But much of that instinctive curiosity is dampened by the …
Helms describes Playmation Studios as a cross between "game development and natural language processing." Currently the company, which Helms runs with her brother, has two apps: Stagecraft, an interactive French, Spanish, and English learning game, and Sleep Furiously, a grammar word game. Their aim is to continue building out apps that gamify linguistics in order to create a "learning engine" that could support language learning for all students.
You’ve probably heard all the buzzwords: inquiry- or project-based learning, blended classrooms, gamification, play, etc. Whether the cheerleaders shout “21st-century skills,” “character education,” or “entrepreneurship,” it is clear that we want children to have a school experience that is not only about facts and content, but also about empowering thoughtful...
This week gamesandlearning.org along with the Institute of Play will be reporting on how games are changing the way new and current teachers learn to teach and what that means for the use of games in the classroom. The series,
The realities of the “digital divide” are increasingly apparent. In a consumer culture that equates status with early adoption of the newest iPhone, access to new technology necessarily splits pretty clearly along socio-economic class lines. According to U.S. census data, for example, more than 30 million homes have no broadband access, most of them concentrated …
EAVERTON, Ore., Oct. 30, 2015 /PRNewswire-iReach/ -- CTL has teamed up with Intel to introduce the CTL GBL (Game-Based Learning) Cube, a portable classroom game server. The CTL GBL Cube helps teachers enhance student engagement through multiplayer game-based interaction. Convenient lesson plans based around established MineCraftEdu Worlds, CommonCore and NGSS standards are included.
They must be more than a set of choices with rewards that possibly lack the need for any real critical thinking and problem solving. They must connect with the player, so that the player cares about their participation, involvement, and hopefully, the learning that they will transfer to real-life contexts.
Gamers everywhere rejoice! It turns out that gaming prowess is an indication of a better connected brain. This latest conclusion was drawn from research which looked at the cognitive function of Action Video Gamers (AVGs) of different levels of proficiency. For the ‘noobs’ out there, action video games subject the gamer to physical challenges, including hand–eye coordination and reaction-time games. This could be racing or fighting for example.
A new report from the A-GAMES project, a collaboration between New York University and the University of Michigan, examines how teachers are using digital games in their classrooms to monitor student learning and provide ongoing feedback.
In the past, I have covered many studies that look at the efficacy of game based learning. But a recent study from A-GAMES, a collaboration between New York University and the University of Michigan, is significant because it looks at the way games impact the learning experience and the relationship [...]
You’ve probably heard all the buzzwords: inquiry- or project-based learning, blended classrooms, gamification, play, etc. Whether the cheerleaders shout “21st Century Skills,” “Character Education,” or “Entrepreneurship,” it is clear that... more »
Games are being used much more widely in schools than they were when I first started writing about them 2 or 3 years ago. As of fall 2013, 74% of K-8 teachers were using digital games. 55% of these teachers have students playing digital games at least weekly, 9% daily. [...]
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