Wonderland: How Play Made the Modern World by Steven Johnson Published in November of 2016. My list of the best nonfiction books since 2000 would include a number of titles from Steven Johnson. Wonderland, Johnson’s latest, will definitely find a place on this list. In Wonderland, Johnson makes the historical case that the social, political, and scientific progress depends mightily on play. Having fun, in Johnson’s eyes, should be seen less as a benefit of progress - but as its motivator.
Digital Play's insight:
I really enjoyed Steven Johnson's "Everything bad is good for you" so looking forward to reading this.
A revision game for key stage 3 English Language. Play with subtitles and get students to discuss the merits of the three choices, air their views and finally vote on a course of action. Works well in open class with one computer and projector or in pairs at multiple computers.
Initial pilot results from 14 colleges and universities suggest that digital game-based learning improved student engagement and confidence in writing skills Pleasanton, CA (PRWEB) March 02, 2016 Toolwire, a Silicon Valley-based digital courseware developer, released results today from a group of 14 faculty who piloted the Toolwire Writing Games during the fall 2015 semester with …
Digital Play's insight:
Not sure what game mechanics were in motion here but I would like to know. Get the impression with a title like writing game is just a bot providing scaffolding.
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.
With the help of Mitacs, companies like Copernicus Labs and research teams like Dal's NeuroCognitive Imaging Lab can connect with the highly qualified personnel they need to make exciting things happen (sic) and all within a safe environment.
Digital Play's insight:
Who wants to learn language in a safe environment? I'd prefer to do it in a dangerous environment either post zombie apocalypse or early stages of an alien invasion.
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.
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