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.”
In this webinar, Matthew Farber, educator and author, reviewed how games can teach interconnectedness. He showed how he created a project-based learning unit about the Columbian Exchange (the intentional and unintentional trading between Meso-Americans and European explorers) in his social studies classroom.
Much of the recent attention on game-based learning focuses on the value of playful exploration in the primary grades. Using two games developed by MIT – The Radix Endeavor and Lure of the Labyrinth – Carole Urbano and Susannah Gordon-Messer discussed the affordances of game-based learning specifically for STEM disciplines in the secondary grades.
Game-based learning is an emergent concept, and there is a lot of uncertainty about how implement games in the classroom in the most beneficial and effective way. Lee Wilson, CEO of Filament Games, answered the two core questions educators face when integrating games into curriculum: WHAT aspects of classroom practice are games especially well-suited for and WHEN should they be used?