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.
How 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.
Teachers can use games as a supplement that enables increased one-on-one learning between teacher and student.
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.
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.
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?
Games and learning champion James Paul Gee discusses literacy, systems thinking, education, socio-economic inequality, and, of course, video games.
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.”