Educational games are becoming more mainstream–here’s how to evaluate them As educational gaming moves from a future technology to a practice found in more and more classrooms, educators are recognizing game-based learning’s (GBL) potential to...
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Sixth grade students at Quest to Learn, a New York City public school, recently got a two-week break from regular class work to build a giant Rube Goldberg machine. The project, for example, required
Teresa Pombo's insight:
“For administrators, it’s about understanding how games can be used to improve learning outcomes and finding the right tools to implement them in the classroom,” Parker says. “It’s a great way to open up new types of interactions between students and teachers.”
Educators are always looking for new ways to make learning fun for their students. For that reason, many teachers have begun incorporating popular video games into their classroom curriculum. Because video games require problem-solving and strategy, it is only natural to assume they would fit nicely in the modern day classroom. Nearly 51 million students in kindergarten through 12th grade play video games, so their inclusion into the educational process makes perfect sense.
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