Level Up Learning: The Players, Practices, and Perceptions of Teaching with Digital Games

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Screen Shot 2014-10-17 at 2.07.45 PMDigital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? And what kind of resources can help prepare teachers who want to implement more games into their curriculum, but need more help making sense of the existing research that’s out there as well as some suggestions for practical use?  In this webinar for the edWeb.net Game-Based Learning community, presenter Michael Levine, Executive Director of the Joan Ganz Cooney Center at Sesame Workshop, shared the findings from Level Up Learning: A National Survey of Teaching with Digital Games. The survey was conducted among nearly 700 K-8 teachers, and looks at how often and why they use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice.  Michael was joined by Jordan Shapiro, a frequent contributor to Forbes.com, who discussed the MindShift Guide to Games and Learning, which offers teachers rich insight and best practices for using digital games in the classroom. The Guide is available free of charge on the MindShift site.  View the webinar to learn about the latest research on teaching with digital games, and how to use it to level up learning in your classroom.

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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.  This program is sponsored by Filament Games and co-hosted by edWeb.net, the Education Division of Software & Information Industry Association (SIIA), ISTE GSN, and ISTE VEN.

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