Serious-Minded Games
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Serious-Minded Games
Games with a purpose, and how they get created
Curated by Jim Lerman
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Strategies to Level Up Learning ~ Edutopia ~ by Matthew Farber

Strategies to Level Up Learning ~ Edutopia ~ by Matthew Farber | Serious-Minded Games | Scoop.it

description by MiddleWeb SmartBrief


"Many websites are launching platform-based educational games that may help "non-gaming" teachers -- those who do not play digital games in their free time -- incorporate more games into their instruction, middle-grades educator Matthew Farber writes in this blog post. Farber highlights the benefits of platforms, such as GlassLab, which offers games such as "SimCityEDU," and reports student-competency data to teachers."

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A quest for a different learning model: Playing games in school ~ Hechinger Report ~ by Mary Talbot

A quest for a different learning model: Playing games in school ~ Hechinger Report ~ by Mary Talbot | Serious-Minded Games | Scoop.it
By many measures, Quest is on track to fulfill its mission of captivating students and imparting essential skills at the same time. Since its opening, the school in Manhattan’s Chelsea neighborhood has drawn students from all over the city, adding a grade every year; it now has 560 students, and in 2016 will graduate its first class of high school seniors. Student attendance and teacher retention rates are high. In 2013, 56 percent of Quest middle-school students scored better than the citywide average on the state standardized English Language Arts exams, and 43 percent exceeded the citywide average for math. About 28 percent of the student body receives special education services.


“They’re coming up with the ideas themselves, in a way that they enjoy. And that makes all the difference.” Ann Meals, a teacher learning the Quest method.


"Perhaps more significant, said Richard Arum, a professor of sociology and education at New York University, who has been conducting a longitudinal study of Quest and other technology-based programs to gauge their efficacy, is how well students have performed on the College and Work Readiness Assessment (CWRA). The CWRA measures such skills as problem solving, writing effectiveness and mechanics, and scientific and quantitative reasoning. The results, while preliminary, “are quite impressive,” said Arum, and indicate that Quest is equipping kids “to collaborate, think critically and master 21st-century competencies like systems thinking and design thinking.”

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Choice of Robots (Choice of Games)

Choice of Robots (Choice of Games) | Serious-Minded Games | Scoop.it

by Emily Short


"Choice of Robots is a recent large-scale Choice of Games piece: you take the role of a gifted young graduate student in robotics, about to make significant breakthroughs in your field, generating a line of robots that might become surgeons, soldiers, companions, factory workers. Your choices include design decisions for the robots and business decisions about how to manufacture and sell them, but also personal decisions about how to relate to your robot creations, and what you think it all means. The scope of your activities is such that you may find yourself flying to Shanghai to take meetings, or spending months in a military jail, or preventing the invasion of Taiwan — and along the way it’s pretty likely that you’ll also make a considerable personal fortune, which you can choose to spend on luxuries, philanthropy, or a mix of things."

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Apps That Rise to the Top: Tested and Approved By Teachers

Apps That Rise to the Top: Tested and Approved By Teachers | Serious-Minded Games | Scoop.it

by Katrina Swartz


"With the thousands of educational apps vying for the attention of busy teachers, it can be hard to sift for the gold. Michelle Luhtala, a savvy librarian from New Canaan High School in Connecticut has crowd-sourced the best, most extensive list of apps voted on by educators around the country.

“I wanted to make sure we had some flexibility because there’s no one app that’s better than all the others,” Luhtala said. Some apps are best for younger students, others are more complicated, better suited for high school students. Many apps do one thing really well, but aren’t great at everything. Still others are bought, redesigned or just disappear — so it’s always good to know about an array of tools to suit the need at hand."

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I just saw the first movie from Oculus, and it is the future ~ The Verge

I just saw the first movie from Oculus, and it is the future ~ The Verge | Serious-Minded Games | Scoop.it

by Bryan Bishop


"You’ll have to excuse me. I’m going to sound a little excited now.

"Earlier today Oculus announced Story Studio, its in-house production team dedicated to producing virtual reality movies. We’ve been seeing VR narrative experiences for years at this point, and while they’ve been getting more and more impressive, they’ve still been iterative steps forward. Despite how much we’ve all wanted to it to happen, nothing has stood up, raised its hands, and shouted "I’m the project that proves this crazy thing could actually work."

"I just watched Lost, the first short from Story Studio. That stand up and shout moment? It’s arrived."

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Using Games in Online Education: Is it a Winning Strategy?

by Phu Vu, Sherry R. Crow, Scott Fredrickson; OJDLA This study examined the impact of adding game elements on students’ performances in an online learning setting. Two intact online graduate level course sections were chosen for this study. Each course sections had 18 students. The results of t... http://elearningfeeds.com/using-games-in-online-education-is-it-a-winning-strategy/


Via Christopher Pappas, Kent Wallén, OFFICIAL ANDREASCY
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miren's curator insight, December 27, 2014 3:31 PM

Esperientzia berria

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Gamification in Education: Top 10 Gamification Case Studies that will Change our Future

Gamification in Education: Top 10 Gamification Case Studies that will Change our Future | Serious-Minded Games | Scoop.it
The Top 10 Education Gamification Examples according to Pioneer and Stanford Lecturer Yu-kai Chou is 1. Duolingo 2. Ribbon Hero 3. Class Dojo 4....

Via Dr. Susan Bainbridge
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Carlos Rodrigues Cadre's curator insight, December 17, 2014 1:59 PM

adicionar a sua visão ...

Tony Guzman's curator insight, December 23, 2014 9:10 AM

Here are 10 examples of gamification tools that could be used in your classroom. Most of these are K-8 examples but some can certainly be used in high school and college environments.

Dawid Bielski's curator insight, January 6, 10:30 AM

Kolejny przykład na zmiane edukacji poprzez technologie :) 

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Show The Learner Visible Signs of Their Learning « Karl Kapp

Show The Learner Visible Signs of Their Learning « Karl Kapp | Serious-Minded Games | Scoop.it

by Karl Kapp


"One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed). Too often in an instructional setting, the learner doesn’t know whether or not he or she really understands or can apply the knowledge they are learning. There is often no visible sign of mastery of the content or application of the content.

"If the designer of the instruction provides continual feedback to the student concerning progress toward terminal learning objective, then the learner themselves can gain an understanding of their own mastery of content.

"Therefore, an important element of gamification (or any learning design) is demonstrating to the learner that he or she is making progress within the content or toward a skill to be learned. The act of moving through content on the way to a clear end point such as mastery of a particular terminal objective is one of the elements of gamification."


Jim Lerman's insight: Excellent article for anyone who designs sequenced learning experiences.

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Dennis Swender's curator insight, November 11, 2014 4:01 PM

In strong defense of gaming advantages

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Computer Simulation For Geography Education ~ New Learning Times

Computer Simulation For Geography Education ~ New Learning Times | Serious-Minded Games | Scoop.it

by Ching-Fu Lan


"The world is becoming more connected than ever, but students' interest in learning geography, one of the most important foundations for understanding global issues, is declining. Drawing on research that suggests computer simulations are effective tools to engage students in meaningful learning, the authors explored the potential of the computer simulation game Global Village, a virtual world developed in the Quest Atlantis game platform, for geography education."

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What's Going On in This Picture? | Sept. 8, 2014 ~ NY Times

What's Going On in This Picture? | Sept. 8, 2014 ~ NY Times | Serious-Minded Games | Scoop.it
On Mondays, we publish a Times photo without a caption, headline or other information about its origins. Join the conversation by posting about what you see, and why. A live discussion is offered from 9 a.m. to 2 p.m. Eastern time.


"Welcome back, students and teachers.

"We’re excited to begin our third year of “What’s Going On in This Picture?”, and we’re thrilled it continues to be one of the most popular features we offer. Teachers tell us they use it for everything from helping students strengthen their skills in evidence-finding to encouraging E.L.L. students to practice speaking aloud.

"We hope students will continue to join our moderators at Visual Thinking Strategies in responding to other students, making the feature truly an inter-school conversation. Below, we explain all the directions that we post on Mondays with each new photo.

"Thank you for participating."

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Trying Out Gamification In the Classroom? These Tools Are For You | Edudemic

Trying Out Gamification In the Classroom? These Tools Are For You | Edudemic | Serious-Minded Games | Scoop.it

by Kati Lepi


"Getting students actively engaged and learning by leveraging the power of gamification in the classroom is a hot trend these days. The idea of getting students learning, sharing, and laughing by using gamification shows great promise, to be sure.

But where should you start in terms of finding the tools that will actually help you out?


"PBS Learning Media thought it might be useful to give you a little help in that department. Below are just a select number of useful apps and web tools that they’ve curated and know will help any classroom take a different approach to learning about some basic ideas. For example, Star Swiper is a very fun way to get younger students (pre-k through 2nd grade) clapping in order to get stars to appear. How neat is that?"

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Gaming for Literacy! CCSS and Text Complexity in Video Games ~ Ed Web

Gaming for Literacy! CCSS and Text Complexity in Video Games ~ Ed Web | Serious-Minded Games | Scoop.it
"Thanks to everyone that joined us in the live session for “Gaming for Literacy! CCSS and Text Complexity in Video Games” with Lee Ann Tysseling, Associate Professor of Literacy at Boise State University and author of Word Travelers: Using Digital Tools to Explore Vocabulary and Develop Independent Learners.
 
"If you attended the live session and do not receive your certificate within 24 hours of the live event, please email us at info@edweb.net.
 
"If you missed the live presentation, links to the recording, resources, and quiz are all posted in the Resource Library.  If you didn’t attend live, watch the recording and take the quiz in order to receive your CE certificate."
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Free registration on the EdWeb site is required. Webinar and all EdWeb resources are also free.
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Game-based Social Skills Assessments: Making the Play for Better Emotional Health

Game-based Social Skills Assessments: Making the Play for Better Emotional Health | Serious-Minded Games | Scoop.it

byMelissa Derosier


"Games show promise in improving students’ problem solving skills, learning motivation and engagement, and their test scores. They are also well-suited for assessments, as demonstrated in the 2010 National Education Technology Plan where U.S. Secretary of Education Arne Duncan called for more research about how “assessment technologies, such as simulations, collaborative environments, virtual worlds, games, and cognitive tutors, can be used to engage and motivate learners while assessing complex skills.


"Although games have been used mainly for learning and assessment in the core academic subjects, they hold significant promise for other areas, such as social skills.


Long-Term Effects of Positive Peer Relationships


"Social skills assessments (SSA) identify children’s social skills strengths and deficits, enabling teachers, counselors, and other providers to address areas of weakness through social skills training. Through social skills training, children can learn to build positive relationships with their peers, which helps increase children’s grades, test scores, and self-esteem, as well as improve their physical and mental health."

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HEGVA: A Look at the Horizon of Games and Higher Education ~ Excelsior College ~ by David Seelow

HEGVA: A Look at the Horizon of Games and Higher Education ~ Excelsior College ~ by David Seelow | Serious-Minded Games | Scoop.it

One of the most promising developments in game-based learning is the launch of the Higher Education Video Game Alliance. This unique alliance was launched at the Aspen Ideas Festival last summer. Excelsior College is one of the 57 charter members. The founding and executive committee members of HEGVA include Constance Steinkuehler, associate professor and co-director of the University of Wisconsin-Madison Games+Learning+Society Center; Tracy Fullerton, associate professor and director of USC Games at the University of Southern California; Andrew Phelps, professor and director of the Rochester Institute of Technology Center for Media, Arts, Games, Interaction and Creativity [Dr. Phelps is also a member of Excelsior’s Game Center Advisory Council]; Drew Davidson, professor and director of the Entertainment Technology Center at Carnegie Mellon University; and Katherine Isbister, associate professor and director of the Game Innovation Lab at New York University. To quote the alliance’s mission statement, “Our mission is to create a platform for higher education leaders which will underscore the cultural, scientific, and economic importance of video game programs in colleges and universities. The key is to create a robust network of resources—including unified advocacy, policymaker engagement, media coverage, and external funding—in order to incubate and harness the impact of this community in a 21st century learning environment."

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MindShift Guide to Digital Games and Learning

MindShift Guide to Digital Games and Learning | Serious-Minded Games | Scoop.it

The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. We’ve brought together what we felt would be the most relevant highlights of Jordan’s reporting to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning.


Via Nik Peachey, Cristin Kennedy, Jim Lerman
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CTD Institute's curator insight, January 23, 2:59 PM

Great guidelines for parents & educators.

Claude Emond's curator insight, January 24, 7:58 AM

Digital games and learning to lead together for change

callooh's curator insight, January 31, 12:44 PM

Mainly considers uses in K-12 but lot's of the findings are generally applicable..

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Serious Games Society

Serious Games Society | Serious-Minded Games | Scoop.it


"The SGS has been designed to bring together the cutting edge companies, institutions and individuals researching on and developing Serious Games. We focus on helping members in connecting and benefiting from the wide range of resources available in the Serious Games space.


"The SGS aims at becoming the reference point on Serious Games and Gamification at the scientific, technological and professional level.

The SGS’s core purpose is to foster technological innovation and excellence in the field of Serious Games and Gamification for the benefit of all the people.


"The SGS fosters research and technology transfer between research, industry and educational establishment in the multiple disciplines involved in SGs design, development and deployment. The SGS provides a platform at European and international level for generation, promotion and co-ordination of SG-related activities, from research to marketing, from corporate training to university education. The SGS promotes the development and use of Serious Games across sectors (health, business, cultural heritage, etc.) and contexts of use (formal education, corporate training, leisure time). We aim to extend the application domains and expand the market for Serious Games."

 

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5 Games and Apps That Build Math and English Skills

5 Games and Apps That Build Math and English Skills | Serious-Minded Games | Scoop.it
For educators who are interested in using games for learning -- specifically towards developing skills as they relate to the Common Core State Standards -- here are five games students can enjoy and that we’ve found sync with standards.
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This Is Your Brain On Games - InformED

This Is Your Brain On Games - InformED | Serious-Minded Games | Scoop.it

“Action video games have a number of ingredients that are actually really powerful for brain plasticity, learning, attention, and vision,” says brain scientist Daphne Bavelier in her TED Talk on the subject.

Findings like Bavelier’s have been cropping up over the last few years, forcing us to reevaluate our firmly held beliefs. Many educators now use video games in formal learning settings, and others are teaming up with members of the gaming industry to design programs that target specific learning goals. The controversy is ebbing, and this year neuroscientists have discovered something that may end the discussion once and for all:

Video games actually make the brain bigger.


Via Kim Flintoff
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MOOCs Aren’t Revolutionizing College, but They’re Not a Failure

MOOCs Aren’t Revolutionizing College, but They’re Not a Failure | Serious-Minded Games | Scoop.it
Online courses may not be changing colleges as their boosters claimed they would, but they can prove valuable in surprising ways.

Via John Shank
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John Shank's curator insight, December 15, 2014 9:23 AM

#edtech #elearning #blendedlearning #highered 

Elaine J Roberts, Ph.D.'s curator insight, December 15, 2014 12:57 PM

I agree that we cannot ignore the possibilities that MOOCs might yield. #edtechchat #edtech #elearning #highered

drsmetty's curator insight, December 20, 2014 4:24 AM

Maybe it's too early for final conclusions. Let's see what happens during the next 5 years. 

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MindShift's Guide to Digital Games & Learning ~ Catlin Tucker, Honors English Teacher

MindShift's Guide to Digital Games & Learning ~ Catlin Tucker, Honors English Teacher | Serious-Minded Games | Scoop.it

by Catlin Tucker


"This comprehensive guide published by  MindShift and written by Jordan Shapiro explores the benefits of using digital games for learning, provides strategies for selecting games, and includes examples of how educators are using digital games in the classroom. Ultimately, the goal is to use digital games to engage students and put them at the center of the learning in the classroom."

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5 Skills That Games Teach Better Than Textbooks -- THE Journal

5 Skills That Games Teach Better Than Textbooks -- THE Journal | Serious-Minded Games | Scoop.it

by Dian Schaffhauser


"Well-designed games have an intrinsic motivation that drives players through the experience, and that persistence can be put to good use in the classroom. Take a math example: Many students have trouble working with fractions. According to Rebecca Rufo-Tepper, director of professional development for the nonprofitInstitute of Play, any game that expects to replace the traditional drill-and-kill worksheet approach to fractions needs to place the students into a space where solving fraction problems is repeated, but in a way that gets "increasingly complex and ... where there's some kind of strategy involved and there's also some kind of fun and play element to it. For us, a really great game will automatically make a player want to keep playing it."


"A similar approach can be used to help students practice analyzing text. Institute of Play has developed a game called StoryWeaver in which students collaborate to create a story. This requires what Rufo-Tepper calls "systems thinking," which leads students to understand the relationships within and among components. To play the game, "You start by pulling a setting card," said Rufo-Tepper. "The card says the setting is on Mars. You have to write a few sentences about the setting. You have to use a spinner to pick whether you're in first person or third person. You might write a few sentences and then you pass the story to the next partner, and they have to add in a character. They draw a character card and the character is a mouse. OK, now you've got mice on Mars. What's happening here?"


"In the first round of play, the students create a story that has a character, a setting and a conflict. In the second round of the story, they go back through the story to add in metaphors, similes and edits. By the third round, "they have a pretty good draft of a story together," said Rufo-Tepper.


"The game then asks the students to express how having that specific character in that particular setting affected the kind of conflict that took place, "to see the story as a system and see how all these discreet elements of the story interact. That's much more powerful than just being able to identify the plot of a story and a setting of a story," noted Rufo-Tepper. The goal, she said, is for students to understand that the story "creates this system and these things all need to align to create a coherent message for the audience. For me, that's much better to use than just having them just read through a story and answer a worksheet."


Jim Lerman's insight: Excellent article, providing numerous examples and resources.



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Operation Play Event Will Offer Webinars, Sessions and Resources on Game-Based Learning -- THE Journal

Operation Play Event Will Offer Webinars, Sessions and Resources on Game-Based Learning -- THE Journal | Serious-Minded Games | Scoop.it

by Christopher Piehler


"Next week, Filament Games is hosting Operation Play, a week-long initiative designed to encourage educators to use games in their classrooms. To promote the event, the company is collaborating with education partners including BrainPOP,GlassLab GamesMITInstitute of PlayiCivicsBallard & Tighe,GamesandLearning.orgWorkingExamples.orgLearningRevolution.com andedWeb.net. Together, the partners will compile resources for educators on implementing and supporting game‐based learning.


"The initiative will begin on Sept. 15 with the grand opening of the Operation Play Resource Center. Educators interested in game-based learning can visit the page to explore research, articles, case studies, video series, games and curriculum.


"Other highlights of Operation Play, which runs through Sept. 19, include podcasts featuring educators’ experiences with implementing games in their classrooms; free sessions for educators, researchers and game developers at the Gaming in Ed conference; pre‐recorded webinars; and giveaways via Filament Games’ social media channels.


"For a complete list of events and more information, visit the Operation Play Resource Center."

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Michela Marino Lerman Headlines Jazz at Lincoln Center - Mon. Sept. 15, 7:30 & 9:30

Michela Marino Lerman Headlines Jazz at Lincoln Center - Mon. Sept. 15, 7:30 & 9:30 | Serious-Minded Games | Scoop.it

Jim Lerman's insight:


My fantastic daughter is headlining a terrific jazz-driven tap show at Dizzy's Coca-Cola this coming Monday as part of The Coca-Cola Generations in Jazz Festival.


Student tickets are only $10. Act now for best seats. To make a reservation, click on the image or headline above.


This is a wonderful show, taking place in one of the greatest jazz nightclubs in NYC.



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A New iPad Game to Teach Argument ~ Educator Innovator

A New iPad Game to Teach Argument ~ Educator Innovator | Serious-Minded Games | Scoop.it

"Put your powers of persuasion to the ultimate planetary test!

"GlassLab, in collaboration with NASA and the National Writing Project, has released Mars Generation One: Argubot Academy, a new iOS tablet game that lets each player step into the boots of Zodiac, the first Earthling student at Argubot Academy.

"Mars Generation One: Argubot Academy is a game changer in educational technology. Designed to address Common Core ELA standards in argumentation with complex STEM content, this tablet game uses an interesting cast of characters and fun robot battles to help students develop the literacy and leadership skills essential for any 21st century career!"

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Hikmawati N's curator insight, August 19, 2014 10:28 PM

Waw, it is great... I will try on it, will it work for me?

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Trip Hawkins releases second chapter of his 'If' iPad game for teaching kids emotional life skills

Trip Hawkins releases second chapter of his 'If' iPad game for teaching kids emotional life skills | Serious-Minded Games | Scoop.it

by Dean Takahashi


"Hawkins — the charismatic founder of game publishers 3DO, Electronic Arts, and Digital Chocolate — has a new passion to teach children the social and emotional skills (SEL) that they don’t learn in school. He has a story-based app that gets lessons across that help kids deal with emotions and problems like bullies. But rather than launch it as a free-to-play game, Hawkins has gone a different route, releasing it instead as a subscription game....


"While the first chapter is free, subsequent chapters require a monthly subscription fee of $5 per month. Hawkins believes that parents will like this better than the somewhat risky free-to-play model, where children sometimes get into trouble by spending too much real money on virtual goods.


"Hawkins also said that each chapter will contain a few hours of gameplay as parents don’t want games to consume an inordinate amount of a child’s time. The dashboard app is a tool for parents to help monitor their children’s accomplishments and keep them motivated to do more.


"Hawkins said that the game is aimed at helping kids manage difficult emotions, persevere through challenges, make healthy decisions, and show empathy and compassion. As important as all of this is, most schools don’t teach it."


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Patrice McDonough's curator insight, July 28, 2014 11:20 AM

Looks like a good tool for introducing Social Emotional Skills to children & students.