In this edWebinar, learn about games and gamification and receive practical examples to try in your own settings or inspire changes to existing lessons.
Common Sense Education celebrated the launch of their newest free education resource, Digital Compass. Based on the concept of “choose your own adventure” books, Digital Compass guides students in grades 6-9 to learn the fundamentals of digital citizenship through animated, interactive experiences in which students choose several different paths for each character.
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?
Digital 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?
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?
Civic life occurs on physical streets, and in community groups. Mobile media can help learners connect to local places, moving students through physical space in parks or at school. Often youth are particularly excited to engage with civic issues in their own communities and families. Games and play with mobile media provide one way to structure this kind of activity.
This webinar, held by edWeb’s PreK-3 Digital Learning community, helped clarify the role of gaming in education and provided webinar attendees with the information they need to effectively incorporate technology into childhood development.
The multiplayer classroom is a technique to incorporate game elements into course design. The course is the game! The multiplayer classroom movement started in 2010 with Lee Sheldon, who was a professor at Indiana University at the time.
Minecraft is a little indie game that has taken the world by storm and has many wondering why children seem to be “obsessed” with this game. Given the enthusiasm surrounding this game, it is no surprise that educators are exploring ways to bring Minecraft into the classroom.
Do you play games? Maybe Bejeweled, Candy Crush, or even Fruit Ninja? Is it your guilty little pleasure? It doesn’t have to be – play and games can be an integral part of your professional development.