Work in the field shows promising signs that incorporating bodily movements—even subtle ones—can improve the learning that’s done on computers.
Teachers have found many different ways of using digital games in the classroom. But what kind of games are these students playing? And how are teachers incorporating them in the classroom?
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To help kids graduate from high school, educators may need to start looking data as early as middle school.
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.
One school in Pennsylvania is using open-source tools wherever possible to keep students close to the code behind the machines they use. This stance is opposite to the very restrictive policies of many schools, but could allow students more freedom to explore what makes devices work.
In children’s books, it can be easier to find talking pandas than characters of color. Here are 25 books with minority characters and authors to help diversify summer reading.
Learning to write by hand has learning benefits that could be neglected if too much focus is put on keyboarding.
Knowledge has become increasingly abundant, giving educators the opportunity to make the school world look more like the real world.
Girls love to play Minecraft as much as boys, a fact educators would like to use to interest them in coding more generally.
Summer break presents the perfect opportunity for students to dig into games and build skills that’ll reap huge rewards when they return in the fall. Game making can be one of the best ways to get students thinking creatively while cultivating useful technical literacies, and there’s a ton of absorbing tools that students won’t tire of over the long break. Here are three options to choose from depending on the type of technology students have at home.
The old one room schoolhouse model offers good lessons on valuing each learner and true personalization.