These teachers see the internet and digital technologies such as social networking sites, cell phones and texting, generally facilitating teens’ personal expression and creativity, broadening the audience for their written material, and encouraging teens to write more often in more formats than may have been the case in prior generations. At the same time, they describe the unique challenges of teaching writing in the digital age, including the “creep” of informal style into formal writing assignments and the need to better educate students about issues such as plagiarism and fair use.
"Stemville" a game created by STEM challenge winner, Nicolas Badila (Middle School). It is easier than you might think for kids to make their own video games. Gamestar Mechanic is a great web based place for younger children to start.
Mind the Gap: Turning the Promise of Game-Based-Learning into Scaled Impact EdSurge There are good reasons for this embrace of game-based learning. Digital games are different from other media in that they are participatory.
Is your child an Alternative Learner? Alternative Learners are kids who struggle with everything from minor organizational problems to diagnosed issues such as learning difficulties, ADHD, and autistic spectrum conditions.
Educational Technology and Mobile Learning: Teacher's Visual Library of 40+ iPad Apps on Apps in Education and Game-Based Learning curated by Tim Mays (Educational Technology and Mobile Learning: Teacher's Visual Library of 40+ iPad Apps | @scoopit...
Game-based learning scholar Kurt Squire explores how leveraging young people's interest in gaming could encourage greater youth community involvement and deeper connections to civic and political life.
Randy Kulman's insight:
Executive functions are really meaningful when they lead to prosicail behaviors.
"Some enterprising teachers are using Minecraft to teach subjects like physics, geography, and English language, and with promising results. Yet if we're to believe much of the mainstream press, then video games are little more than a plague upon our youth, a disease that turns delightful, law-abiding young citizens into diabetes-ridden,sociopathic adolescents without a firm grip on reality. There's far less focus on the positive aspects of games--and there are many--just like the increased hand-eye coordination and social problem solving that my esteemed colleague Cameron Robinson discovered. Here at Minecon, some attendees have taken the next step by using Minecraft to aid them in teaching children. It's a bold move, and one that's encountered some resistance, but they've seen some very positive results: increased attention levels, better collaboration with other students, and of course, better grades." | via GameSpot
This book chapter serves as a concise summary of SEL- what it is, why it's needed, how it fits in with systems of supports for students, key components of effective SEL, and the implementation process."
In this report the National Foundation for Educational Research provides an “up-to-date account of what the evidence tells us about game-based learning and its potential impact on learning and teaching”.
Over the past few years, there has been a significant increase in funding by foundations, government agencies, universities and non-profits eager to harness the power of computer and video games to further their learning and social impact goals (Turning...
A Meta-Analyses on the Research Behind Game-Based Learning EdSurge Bottom line: there's still a lot to be learned, but researchers may be beginning to put some better definitions around "games" and "game mechanics" that will make future research...
Randy Kulman's insight:
We already know that play=learning, it is now a question about how to use games.
EdTech Insight: Effective Game Based Learning, Impact of Game Based Learning on Students, and Designing Game Environments (RT @edworkspartners: #EdTech Insight: Impact of #Game-Based #Learning on #Students http://t.co/DOFVs0ncx0...
From July through August 2013, the Game Changer Chicago Design Lab is running an Alternate Reality Game (ARG) called The Source for over 140 high school youth on the South Side of Chicago. The game deals with ...
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