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 …
In but a few hours, Scotland will vote on whether to become a fully independent nation. Scotland has a thriving video game industry, with much of the creativity focused on the city of Dundee. Here, we examine some of the historical connections between Dundee and the current situation of game-based learning.
World of Warcraft is a lot of things to a lot of people - engrossing RPG, all-encompassing addiction, Space-Goat Music Video Simulator - but according to a new study by Swedish academics, it's also become a vital tool in dynamically teaching young children new languages.
Commencing Operation Play! The mission: to unite educators and learning game developers by celebrating game-based learning in the classroom. Educators' interest in game-based learning is at an all-time high, and research shows that these games help students succeed. Filament Games, award-winning developer of digital teaching games, is hosting the weeklong initiative from Sept. 15-19, 2014.
VideoCo.lab is a start-up accelerator that focuses on learning games. A partnership between Zynga.org and the NewSchools Venture Fund, co.lab “works with startups leveraging the power of digital games to build transformative educational technologies for PK-12 students and teachers.” Their third cohort was just announced. It includes seven start-ups “founded by [...]
Classcraft is a free online educational role-playing game that teachers and students play together in the classroom. Acting as a gamification layer around any existing curriculum, the game transforms the way a class is experienced, throughout the school year. Explore the different sections below to get a better understand of how Classcraft works
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. [...]
MOL sweden - Children are often discouraged from playing video games because it can distract them from their school work.But now new research claims gaming could actually improve their performance at school by boosting their language skills and vocabulary.In particular, Swedish scientists found
A recent survey from the Games and Learning Publishing Council asked 700 teachers to identify and rank the major barriers to using games in the classroom. Here are the top 10 obstacles they list and ideas about how to overcome each one.
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