Lots people want to get started with game based learning, gamification and serious games in their training. We’ve been curating game related content for over a year and a half while conducting our own research and case studies. Here are 100 articles related to games and learning. Some of them are research-based, while others just offer an interesting perspective to spark discussion. Take what you need and share this with a colleague.
The first step we took in 1999 was to stop teaching isolated library skills classes. We began reinforcing information-literacy skills through class projects. At that time, we employed traditional strategies, including paper pathfinders and guided lab sessions.
Over the past decade, the graphic novel genre has become one of the fastest-growing at libraries of all kinds, as a new generation of librarians adopts the category as a means to energize collections and boost circulation and patronage.
A new report released by the National Center for Literacy Education (NCLE) reveals that school librarians are highly involved leaders playing a critical role in their schools through consistent and sustained collaboration with other educators. Additionally, school librarians not only participate in but deliver professional development to peers, educators and staff in their schools.
Chances are, when you’ve been assigned a research paper, your first idea is that you’ll to do a quick search on Google. Perhaps you’ve been surprised when your instructor says that Googling for resources is not allowed.
Unlike pages on the visible Web (that is, the Web that you can access from search engines and directories), information in the Deep Web is just not visible to the software spiders and crawlers that create search engine indexes. Since this information makes up the vast majority of available content on the Web, we are potentially missing out on some pretty amazing resources.
Nine universities are testing technology that allows them to track their students’ progress with digital textbooks.
Anne McLean's insight:
In many situations where we bring technology into our classrooms, we are simply automating the tasks we've always done. This amounts to a very low-value use of the powerful tools we have access to. While there are questions and kinks within this e-textbook system, it demonstrates how the data that teachers can get from newer technologies can be highly beneficial in seeing the thinking and learning of all students