Leaders who demonstrate a continual desire to learn and connect whenever possible help set a precedence of transparency and innovation in a school’s culture.
Sure, games can teach gravity or supply and demand, but can they show us how to build a good argument? The following five games do just that by modeling the work of argumentation. Best of all, they approach the subject critically, showing the myriad uses for persuasion and how it’s always political.
The success and popularity of Minecraft in and out of classrooms is no surprise. It’s one of the best examples of the potential of learning with games because it embraces exploration, discovery, creation, collaboration, and problem-solving while allowing teachers to shepherd play toward any subject area. But Minecraft is not the only game of this kind. Take a look at some of these.
Non-profit video game developer GlassLab is working with teachers and students to improve its new educational game, SimCityEDU. The game asks players to accomplish environmental science missions that are based on the Common Core State Standards and assesses student learning during play.
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.
Playing an action video game “can virtually eliminate” the gender difference in a basic capacity researchers call spatial attention, while at the same time reducing the gender difference in the ability to mentally rotate objects, a higher-level spatial skill.
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.
Fed up with the limited choices of toys for girls, a Stanford-trained engineer created a toy focused on developing spatial skills in girls.
By Holly Korbey When St. Louis fifth-grade teacher Jenny Kavanaugh teaches history, she uses her laptop to look at a map, or to give kids a virtual tour of the historical landmarks they’re studying. “Students can interact with history in very cool ways online,” she said. But when it’s time for math, she puts the […]