STEM educator Shawn Cornally discusses why simply pulling games into the classroom does not necessarily make for a relevant lesson, but strategically using them–for example, as a gateway into computer programming–can present excellent learning opportunities.
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November 28, 2012This short United-Eye Productions video employs free-style animation to show five key ways that education is improved by technology: Global learning Game-based learning Virtual worlds, digital simulations, and models Mobile learning Real-time data-based decision making
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October 17, 2012The MacArthur Research Network on Connected Learning has launched a website focused on connected learning, a new MacArthur Foundation-supported approach to learning. The site features a weekly webinar series with experts in the field addressing issues like democratizing education, game-like learning, and other opportunities for digital media to help open doors to achievement and opportunity. Additional resources include videos, case studies, and infographics.
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October 10, 2012Edudemic shares just how game-based learning is working at 10 colleges around the U.S., including Purdue, Michigan State, and the University of Wisconsin at Madison. Edudemic advises: “Build on that and take your game-based learning to the next level! Get it? Levels?”
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October 4, 2012The Education & Tech blog looks at the new U.S. Common Core standards for math, noting that “the spirit of inquiry and curiosity is back” and that game-based learning is one way to support this educational paradigm. As author Nigel Nisbet states, “…To build true conceptual understanding during the learning process, students will need considerable practice at being challenged to make sense of mathematics for themselves … A game is inherently about…
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October 2, 2012The Games-based Learning blog uses an interesting infographic to examine the different styles of learning–visual, auditory, kinesthetic–and to explain how game-based learning (GBL) can support each type of learner. Author Sian Ladley notes GBL’s special affinity for kinesthetic learners, along with data indicating that 28% of learners fit this category; that is, they show a preference for hands-on learning.
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October 2, 2012BrainPOP creates animated, curricular content that engages students, supports educators, and bolsters achievement. BrainPOP’s online educational resources include GameUp, a free education portal for the classroom that’s home to absorbing, meaninful games designed to captivate young minds.
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October 1, 2012This episode of the Infinite Thinking Machine video series is all about gaming–or “gamification”–in education. Featured innovations include using Minecraft in the classroom, GameStar Mechanic, NYC Haunts, and an interview with Lucien Vattel from GameDesk–plus a little hacking.
