GamesGuide

MindShiftGames-140x140How can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. The MindShift Guide to Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. The guide make sense of the available research and provide suggestions for practical use. The post series will evolve into a downloadable guide, and can be used as a touchstone for thoughtful consideration of best practices for teachers and parents.

Video Games and the Future of the Textbook

Video Games and the Future of the Textbook

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Curriculum designers are rethinking not only the textbook, but educational content delivery in general.

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Screen Time That’s Valuable For Young Kids

Screen Time That’s Valuable For Young Kids

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Most people agree that implementing game-based learning makes sense for older students, but what about really young kids?

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In the Bustling, Interactive Classroom, A Place for Digital Games

In the Bustling, Interactive Classroom, A Place for Digital Games

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Teachers can use games as a supplement that enables increased one-on-one learning between teacher and student.

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What Happens When School Design Looks Like Game Design

What Happens When School Design Looks Like Game Design

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At the Quest To Learn School, curriculum experts and game designers work together to reimagine what school might look like if it drew its inspiration from video games.

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How Teachers Can Use Video Games In The Humanities Classroom

How Teachers Can Use Video Games In The Humanities Classroom

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What if teachers used video games as texts? How can educators teach kids to think critically about the underlying messages in commercial games and leverage video games for their ability to engage students and provoke conversation.

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From Mars to Minecraft: Teachers Bring the Arcade to the Classroom

From Mars to Minecraft: Teachers Bring the Arcade to the Classroom

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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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Games Can Advance Education: A Conversation With James Paul Gee

Games Can Advance Education: A Conversation With James Paul Gee

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Games and learning champion James Paul Gee discusses literacy, systems thinking, education, socio-economic inequality, and, of course, video games.

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Games In The Classroom: What the Research Says

Games In The Classroom: What the Research Says

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The way we understand the expectations and promises of today’s game-based approaches will have a long-term impact on how we imagine and implement them in the future.

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Digital Games and the Future of Math Class: A Conversation With Keith Devlin

Digital Games and the Future of Math Class: A Conversation With Keith Devlin

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Devlin argues that video games are the perfect tool for teaching math: “The problems we need mathematics for today come in a messy, real-world context, and part of making progress is to figure out just what you need from that context.”

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Benefits of Gaming: What Research Shows

Benefits of Gaming: What Research Shows

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It’s still early days in research around games and learning, but a few significant studies show important trends.

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