Presenter, Ryan Schaaf, Assistant Professor of Technology at Notre Dame of Maryland University, discussed integrating a wide range of digital games, including those utilizing the Common Core, into the curriculum. He also explored the instructional strategies essential to making a digital game-based learning experience a success for students. Meaningful assessment processes such as product and process rubrics, as well as self and/or peer evaluation practices for digital game-based learning experiences, were determined.
Using the same mechanics that make video games so compelling, you can transform your classroom so that students have a great time, help each other thrive, and keep coming back for more! Classcraft is a free online platform that turns any classroom into a giant role-playing game played through the school year. In his presentation, Shawn also defined what makes a good video game, how those concepts went into Classcraft’s design, and how the Classcraft platform has transformed the lives of hundreds of thousands of students worldwide.
Educators today are rethinking and reshaping their practice to align with the demands of a rapidly changing wired world. Consequently, a greater emphasis has been placed on skills such as creativity, collaboration, critical thinking, design, play, story, and student agency, all of which can be leveraged by video games. In this edWeb.net webinar presented by the Gaming-Based Learning community, Canadian educator Paul Darvasi shared many practical classroom examples to discuss how video games, as an essential manifestation of contemporary culture, are naturally conducive to learning in the 21st century.
American history takes on new and personal meaning for students when they assume the roles of teens in our country’s most pivotal times, from the American Revolution to the turbulent early 1900’s, as we evolved further as a nation of immigrants.
Interest in the potential of games for learning is growing, from researchers, practitioners and policy-makers, predominantly for their ability to engage students. However, Dr. Nicola Whitton, Senior Research Fellow at Manchester Metropolitan University argues that the benefits of games are greater than simply motivation.
Are you curious about game-based learning, but don’t know where to begin? This webinar covered what to look for in a game, where to get good games for learning, and strategies to integrate games into the system of a classroom.
edWeb.net is partnering with Games4Ed, a new organization recently established to further the use of games and other immersive learning strategies in schools, to expand and deepen collaboration on game-based learning.
Are you using games in the classroom? Have you thought about bringing games to your class or institution? Would you like to find out more about the value of using games to engage and assess students?
The children of today need the techniques of today to learn. The multiplayer classroom is not a class that uses video games to teach; instead it uses the craft of game design to create an entire class as a real-time multiplayer game.
Game-based learning should involve more than a game as a piece of software. It should involve designing what Arizona State University Professor James Paul Gee calls “Big G Games.”