Alan November explains how he would use the first five days of school to lay the groundwork for a year of learning that goes far beyond the test.
Increasingly, educators are looking to research about how kids learn to influence teaching practices and tools. What seemed like on-the-fringe experiments, like game-based learning, have turned into real trends, and have gradually made their way into many (though certainly not most) classrooms.
Robot Turtles is a tabletop board game that teaches children as young as 3 years old the fundamentals of computer programming. Entrepreneur Dan Shapiro came up with the idea while playing with his kids, and took a leave of absence from Google to get the game into production.
Game-based learning has become synonymous with educational video games in some circles, but low-tech games have been used with great success in classrooms for a while. In fact, games that don’t require costly technology have a lot to offer the intrepid educator both as a learning tool and an education mindset, according to game-based learning advocates.
A group of researchers in MIT’s Education Arcade are trying to harness the power of MMO games to teach high school students to think like scientists and mathematicians. Their game, The Radix Endeavor, is designed to be an educational game, and capitalizes on the interactions students can have as a way to build their knowledge and skills.
Educators are getting prepared to welcome students back to school this month. Many have spent the summer reading up on new teaching strategies or getting inspired by colleagues across the country. To help get those idea juices flowing, here are some MindShift articles that delve into creative work, tools, and methodologies.
Students create incredibly creative, thoughtful and unique projects when challenged and supported to do so. The National STEM Video Game Challenge sponsored by the Joan Ganz Cooney Center and E-Line Media received 4,000 entries this year and announced 16 winners this week. The growing success of the challenge demonstrates not only how capable middle and high school students can be when passionate, but also reflects an increasingly diverse group, in terms of geography, race and gender, of the participants.
SimCity As game-based learning gains momentum in education circles, teachers increasingly want substantive proof that games are helpful for learning. The game-makers at the non-profit GlassLab are hoping to do this with the popular video game SimCity. GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a […]
World of Warcraft Students’ passions can be a powerful driver for deeper and more creative learning. With this knowledge, some educators are using popular commercial games like World of Warcraft (WoW) to create curriculum around the game. And they say they’re seeing success, especially with learners who have had trouble in traditional classrooms. World of […]
Games are increasingly recognized by educators as a way to get kids excited about learning. While the stereotype of a “gamer” may evoke the image of a high school boy holed up in a dark room playing on a console, in reality 62 percent of gamers play with other people either in person or online, […]