Educators from around the country share their favorite educational apps.
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Games and learning champion James Paul Gee discusses literacy, systems thinking, education, socio-economic inequality, and, of course, video games.
A school library blossoms from a quiet reading and research space to a full-scale “Learning Commons.”
Ask students what they think about classroom tech tools like iPads to improve their use next year.
More teachers are using digital games in the classroom, and they’re using them more frequently, according to a new teacher survey just released by the Joan Ganz Cooney Center. But more surprisingly, the study reveals that teachers are finding that one of the most impactful use of games is for motivating and rewarding students, specifically those who are low-performing.
Co-lab’s second cohort of games focus on open-ended play.
In the classroom, fiero — excitement that gamers experience when they overcome challenges — makes students see that they’re empowered players in their own education. They’re released into the exciting adventure that learning can be. Without the intrinsic motivating power of fiero, however, gamification becomes nothing more than semantic spin: a language game in which a letter-based grade system is replaced by a points-based reward system. In these cases, gamification does little to address the shortcomings of a system that relies on high-stakes testing.