Search Results for 'gaming'
It’s Time: Create Smart Policies to Support Student Tech Use
Technology has become a seamless part of students’ lives in and out of the classroom, and schools must find ways to integrate it. This is one of the conclusions in a report by the National Association of State Boards of Education (NASBE), which states that policymakers at the highest level need to understand the trend [...]
The U.S. State Department Gets in the Education Game
Trace Effects The U.S. State Department is jumping into the ed-tech world with an online game meant to help teach “American English” to kids between the ages of 12-16 in more than 30 countries. Meant to provide players with a view of American life and culture different from the typical portrayal in movies, Trace Effects [...]
Video Games That Bring Civics Class to Life
By Andrew Miller The online educational video game site iCivics, created in 2009 by former Supreme Court Justice Sandra Day O’Connor that features civics curriculum, has partnered with EverFi, an ed-tech company focused on K-12 and higher ed. And through the partnership comes a new initiative Commons – Digital Town Square, offered free to all [...]
What Can 135 Million Video Gamers Add to Our Collective IQ?
Flickr:Blakespot By Jennie Rose An estimated 135 million people play video games, spending three billion hours a week glued to a screen. But that’s not necessarily bad news. In fact, playing video games may be part of an evolutionary leap forward, according to Howard Rheingold, educator and author of the book Net Smart: How to [...]
How Games Are Being Used for Learning
The Infinite Thinking Machine is back after a summer hiatus. This episode focusing on gamification features a great rundown of learning games and programs, including Minecraft, Gamestar Mechanic, NYC Haunts, and Gamedesk, a game company that recently opened a game-based learning school within a school in Los Angeles.
What’s the Difference Between Games and Gamification?
Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a “doggie.” Game interest is definitely on the upswing in K-12 and higher [...]
How to Turn Your Classroom into an Idea Factory
By Suzie Boss The following suggestions for turning K-12 classrooms into innovation spaces come from Bringing Innovation to School: Empowering Students to Thrive in a Changing World, published in July by Solution Tree. How can we prepare today’s students to become tomorrow’s innovators? It’s an urgent challenge, repeated by President Obama, corporate CEOs, and global [...]
What Makes Educational Games Work?
As the gaming in education continues to grow, one of the foremost experts in the field, Constance Steinkuehler, makes the case for why it’s important to pay attention to what works in gaming and how it could be applied to learning. At the recent Aspen Ideas Festival, Steinkuehler, who’s now a Senior Policy Analyst at [...]
Is it Time to Reconsider AP Classes?
Flickr: Amitburst By Katrina Schwartz Advanced Placement courses have long been the standard for high achievement in high school. The classes are modeled on college courses and are meant to represent the difficulty and breadth of material that students are expected to handle when they get to college. For that reason, some colleges give in-coming [...]
Quick Look: The Danger of Loving Minecraft
Slate author Lisa Guernsey loves all the great things Minecraft has taught her girls, but also laments the day it entered her house. “I love that they are creating things, talking about their creations, and planning ahead for new projects. But I hate that the real thing—their Legos, the cardboard boxes saved for building forts—can’t [...]







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