It may lack sweat equity, but it’s up there with even the most physically demanding of sports. Esports, the competitive side of video gaming, is exploding. And K-12 schools are buying in because it’s not only fun but also a viable educational tool! A recent edWebinar sponsored by Common Sense Education, “Ready Player One: Esports in K-12,” highlights why esports has taken hold in schools. Research-based evidence affirms its highly positive impact on students’ academic achievement, soft skills, and socio-emotional well-being.
This edWebinar will focus on the why and the how relevant to getting started with esports programs in schools, districts, and/or counties.
This edWebinar will show you how easy and painless device implementation can be! Learn how you can improve your student readiness for technology, enrich learning, foster 21st-century skills, and promote academic development.
Presented by Eisha Buch, Senior Manager of Education Programs, Common Sense Education Hosted by Common Sense Education and Sponsored by Symantec WATCH THE EDWEBINAR RECORDING If you view the recording and would like a CE certificate, join the Digital Learning & Leadership community and go to the CE Quizzes link in the Community Toolbox. Watch the team at Common Sense Education to get a sneak peek at an exciting new… read more →
In this edWebinar, Matthew Farber, Ed.D., social studies teacher and game-based learning author; and Steve Isaacs, video game design and development teacher, will discuss how games can create a shared experience for students, much like a field trip.
In this webinar, Matthew Farber will share about his use of tabletop game jams in his middle school social studies classes as well as his digital game jams in the after-school club he advises.
In this webinar, you will learn how personalized SEL games are uniquely meeting the needs of both Tier 1 and Tier 2 students.
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.