This post tries to pull together a couple of things I have been thinking about recently. The first was a post I saw on the 21st Century Fluency Project blog a few weeks back. The title of the article 'How I Turned My Classroom into a ‘Living Video Game’ caught my eye and before I even had time to read it I started thinking about how the factors that create motivation in computer games could be applied to the classroom.
"Alternate Reality Games (ARGs) looks like a great match for students to explore their creativity and communication skills while collaborating with classes globally. Check out the videos detailing the ARG Scorch!"
Santa is under surveillance--but not by the NSA. Instead, Google is helping children of all ages to to keep tabs on the jelly-bellied gift giver, and even learn some new technical skills along the way.
"The success and popularity of Minecraft in and out of classrooms is no surprise. It’s one of the best examples of the potential of learning with games because it embraces exploration, discovery, creation, collaboration, and problem-solving while allowing teachers to shepherd play toward any subject area."
Two years ago, my school obtained a grant from the Sphero Robotics company that brought 10 Sphero Robots to our school. At first, we used them in math and science. However, this year, we expanded our use of robotics and acquired Ozobots, SPRKS, bb8s, and BeeBots. My elementary faculty impressed me with their ability to use these 21st-century robots in a variety of subject areas including language arts and humanities. Here are four examples of how A. Harry Moore teachers used robots to teach lessons in English, Language Arts, and Humanities classes.
Minecraft is a simple, clumsy-looking little game full of blocky graphics and unclear terms of play. It is essentially a giant sandbox of digital legos that players can do with what they wish–tear stuff down, dig holes, or build dizzying towers of complex design and architecture.
And it’s a perfect analogue for what’s possible in learning.
First off, let’s be clear–it’s a huge, huge hit. Minecraft has sold over 20,000,000 copies to date. It is available for iPad, Android, PC, and Xbox (though sadly, not the PS3), and is quickly becoming a cultural phenomenon. What makes it popular with children is tempting
’ve spent a great deal of time this summer preparing and facilitating professional development for teachers involving the integration of iPads into the classroom. So when I inadvertently came across this really neat iPad Bingo visual while searching for edtech infographics on Pinterest, I knew I had to further investigate this concept.
Well, my surfing resulted in the following: Media technology specialist Josh Borzick from Oak Creek, Wisconsin created the iPad Bingo site to provide teachers with integration ideas related to six apps—Google Drive, Skitch, 30 Hands, Popplet, Doceri and Touchcast. The page includes the iPad Bingo card, which contains a set of activities for students to learn how to utilize each app at varying degrees of difficulty.
Guest blogger Alice Keeler introduces playsheets, gamified worksheet apps that sweeten skill-and-drill by increasing student self-efficacy through the challenge-and-reward model they associate with a gaming environment.
What happens when you get an entire audience to stand up and connect with one another? Chaos, that's what. At least, that's what happened when Jane McGonigal tried to teach TED to play her favorite game.
I did this! At ISTE San Antonio! Great fun & inspired learning!
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