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.
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?
How can we make school a joyful experience without sacrificing rigor? What’s the best way to measure true learning? What’s the purpose of school? The founders and teachers at the PlayMaker School, an all-game based school in Los Angeles, are asking those big, hairy questions that all teachers grapple with. At the PlayMaker School, they’re trying to find their own answers through their constantly morphing, complex experiment. Here are their thoughts about these issues, in their own words.
The promise of technology in the classroom has long been equal access to resources on the internet, but a digital divide still exists largely because of the other issues poverty raises in schools.
These days, students can walk into a classroom and use their tablet or smartphone as the AR device to trigger to original content made on movie-making software and posted to YouTube, leading to an immediate and immersive learning experience.
Games and learning champion James Paul Gee discusses literacy, systems thinking, education, socio-economic inequality, and, of course, video games.
Maker Faire has catalyzed a global interest in tinkering to understand. Is it only a matter of time before this approach to learning makes it into mainstream classrooms?
Despite a statewide competency-based learning policy, some New Hampshire high schools are focusing their energies on different kinds of innovation.