A great game - nicely drawn graphics give it a story book feel and the puzzles within the game add to the narrative. Reading an annotated walkthrough to play the game is just one activity you can do with Anika's Odyssey.
More teachers are using digital games in the classroom, and they're using them more frequently, according to a new teacher survey just released by the Joan Ganz Cooney Center. But more surprisingly, the study reveals that teachers are finding that one of the most impactful use of games is for motivating and rewarding students, specifically those who are low-performing.
With game-based learning students learn how to solve the problems in context. They understand how the equations they are solving fit into the world. The question, “Why do I need to know this?” is rendered obsolete. It is more than just subject matter, more than just content. There’s context. Students understand how integer partitions work within a system.
The days of purely teaching students through text books is something that should be found in a history book, or more likely, an online history course or app. The tried-and-true, and ancient, method of teaching through books alone has been forever changed by technology. McGraw-Hill Education has been investing a lot of time, money and research into the 21st Century classroom and is releasing new educational video games that introduce new ways for kids of all ages to learn everything from politics to Spanish.
In the classroom, fiero -- excitement that gamers experience when they overcome challenges -- makes students see that they're empowered players in their own education. They're released into the exciting adventure that learning can be. Without the intrinsic motivating power of fiero, however, gamification becomes nothing more than semantic spin: a language game in which a letter-based grade system is replaced by a points-based reward system. In these cases, gamification does little to address the shortcomings of a system that relies on high-stakes testing.
This disaster simulation game covers such global disasters as a tsunami, hurricane, earthquake, wildfire and flood and offers the language class note-taking, discussion, writing news reports and much more.
Games hold the potential to help our young people receive the education they deserve, said Levine, adding that continuing to improve the amount of “engaging content” in our children’s lives will be key to providing them “relevant and rigorous learning.” But is it possible that such ideas are only welcome at a utopian event like Games for Change? Maybe reality can’t accept the fantasy presented by educational gaming.
Here's what a group of indie studios would do if they were handed the next Call of Duty game – the most mainstream series of them all. By Keith Stuart
Digital Play's insight:
Ask your class fans of this game to read the different indie gamer's changes to the game and ask them which one they prefer. OR Give each learner a different indie gamer's name to read and then tell their partner about. Class chooses the best in a pyramid discussion.
Hunched over a keyboard in the classroom he clicks away furiously with the mouse whilst simultaneously sweeping the virtual room from side-to-side. Game tiles fall before his lightning-quick reflexes. He’s done it, in record time! The fastest student to complete the vocabulary matching game since…the last person! That he didn’t read any of the vocabulary hardly seems to matter. He was a hero!