Filament Games, award-winning developer of digital teaching games, is hosting the weeklong initiative from Sept. 15-19, 2014.
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.
In this webinar for the Game-Based Learning community, third grade teacher Jim Pike demonstrated Mathcraft, a Common Core Math curriculum centered around the popular video game Minecraft that he developed and has been using with his students over the past year.
Lecture, worksheet, test. Lecture, worksheet, test. It’s a common routine in many classrooms, and, rather than a rare virus or nuclear war, it’s likely to be the true cause of a future zombie apocalypse with today’s students who are tomorrow’s future. In an effort to break this vicious cycle (and save humanity?), instructional technologist Lucas Gillispie and pioneering teachers in his school district are teaming up and working to transform classrooms through the use of popular commercial games.
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.
As Drew and Brad say, “We do not like presentations that talk about 100 great apps because teachers do not have time to get to #13 much less #100. We focus on 2 apps and augmented reality. We use these 2 apps each week and it has changed the game for us as educators.”
Quest-based learning uses game mechanics and a game-based learning portal as a “stage” for active learning both in and out of the classroom. The presentation of course material is accomplished through an engaging series of challenges (quests) that are carefully planned to take place over a designated time frame.
The Nintendo Wii is the most prevalent gaming console in history, with more than 100 million consoles sold worldwide, and hundreds and thousands of hours in Wii gameplay.
Game-based learning can cultivate higher-order thinking skills, articulate student choice and voice, and provide multiple paths to learning.