Beyond Angry Birds: STEM Games with Research-based Evidence of Student Learning

Presented by Amos Glenn, Research Associate, Computer-Human Interaction Institute, Carnegie Mellon University
Co-hosted by and the Education Division of Software & Information Industry Association (SIIA)
Sponsored by BrainPOP and Wowzers

game-based learning

View the webinar “Beyond Angry Birds: STEM Games with Research-based Evidence of Student Learning”

Your trouble finding games that engage your students while they actually learn something, especially in STEM subjects, illustrates the disconnect between the “education” part and the “games” part of educational games. “Can we combine what we know about instructional design with what we know about game design to build games that are both really fun and demonstrably educational?” is the question being asked at Carnegie Mellon University. Join Amos Glenn, Research Associate at the Computer-Human Interaction Institute at CMU to hear how the University’s experts in innovative educational technologies and its outstanding game designers are collaborating to answer that question. Amos will not only introduce you to free games you can use today in your classroom, but he also will share objective, scientific data that illustrates how these games produce measurable learning while still being fun to play—vital information for any educators bringing games into their classrooms. 

Visit the professional learning community Game-Based Learning

About the Community
Game-Based Learning is a professional learning community (PLC) that provides educators, game developers, researchers, and industry executives with a place to learn, ask questions, discuss topics, and share information about games and learning.

The community hosts free monthly webinars and live chats with leaders in the field that are highly engaging and interactive.  Online discussions provide an easy way to continue the conversation and share ideas and experiences with peers across the country, and around the world.

About the Presenter
Amos Glenn is a Research Associate at Carnegie Mellon University’s Computer-Human Interaction Institute.