Remove Activities Remove Culture Remove Game-Based Learning
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Reflections on 50 years of Game-Based Learning (Part 2)

Edsurge

But, while this program produced many of the giant pioneers still active in the field today, the projects themselves largely failed to thrive. During this same period, hundreds of R&D grants from the NSF stimulated scores of game prototypes for learning research. Recently, the world of edtech financing has exploded.

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I gamified my classroom and students are soaring

eSchool News

An average child today will have played 10,000 hours of video games before the age of 21. If playing games is part of our culture, even part of our identities, then it stands to reason that students can be highly motivated by game-based learning opportunities. So what if we make classrooms the game?

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How Gaming Creates Opportunities for Learning That Endures

Edsurge

Mimi Ito is a cultural anthropologist and learning scientist at UC Irvine. If you can embed skill development within a genuinely motivating social set of rewards, learning is deeper and more enduring. Recently, we were fortunate to speak with her at length on the topic of game-based learning.

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Using Technology to Build a Culture of Authentic Student Engagement

Edsurge

One of the most widely used tools in Onslow, Lumio , allows teachers to easily step in, offering quality pre-made activities and interactive features. Stations and even playlists make it possible for teachers to work with small groups of students while other students stay engaged in various other collaborative and independent activities.

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6 tips to help start an elementary esports program in your school

eSchool News

While I have long been a proponent of game-based learning, I had (up until this past year) been skeptical of the role of esports in education. Every day, we explored plants through hands-on experiments, farmed in Minecraft, and stayed active with recess breaks. That’s not authentic learning.

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How One District Takes STEM Learning to the Next Level

Edsurge

Selecting a collaborative and nonviolent platform for introducing esports into the curriculum can stimulate creativity and teamwork among students, as evidenced by our choice to employ game-based learning tools for creative competitions. Celebrate and showcase students’ achievements and learning outcomes.

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MIND Research hosts math fair in Chicago

eSchool News

Joining Rauner and Purvis to cut the ribbon on the fair were Annette Gurley, Chief of Teaching and Learning at Chicago Public Schools; Phyllis Lockett, CEO of LEAP Innovations; and Matthew Peterson, Ph.D., At the conclusion of the fair, top-ranking teams of the 2015 national K-12 Game-a-thon were also recognized.

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