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.
Games can be powerful vehicles to support learning, but their success in education hinges on getting the assessment part right. FSU Professor Valerie Shute explored how games can use stealth assessment to measure and support the learning of critical 21st century competencies. She discussed what stealth assessment is, why it is important, and how to develop and accomplish it.
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?