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Reflections on 50 years of Game-Based Learning (Part 3)

Edsurge

More than 50 years after Don Rawitsch introduced Oregon Trail in his eighth grade class, the debate continues : Can games become a legitimate tool for learning? Proponents of game-based learning have good reason to be optimistic—but also cautious. Making games cultivates a range of hard skills (e.g.

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

Edsurge

Here, the gulf between games for entertainment and games for impact widened significantly. Triple-A titles and companies like Activision, Blizzard and Electronic Arts came to dominate the talent and capital markets. Many digital artists who were learning enthusiasts migrated to the app world instead of games.

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3 ways educators leverage gamification strategies

eSchool News

When teachers turn a lesson or tough-to-teach concept into a motivational gamed or use a fun competition to teach new concepts, students become immersed in their learning and are often more engaged–meaning they’re more likely to retain information. Discover how she integrates these gamified tools into her classroom.

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5 ways to engage your students with Minecraft

eSchool News

While there are many tools and resources available to educators to support their efforts to create dynamic digital learning environments, one of the newest and most engaging is Minecraft Education Edition (M:EE). Popular among students (and teachers!), Best of all, you don’t even need to be a Minecraft expert to get started!

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Dallas Independent School District Approves CoderZ and RoboXFor Pre-engineering and Robotics Certification Programs

eSchool News

In addition to giving their students access to the two game-based learning platforms, Dallas ISD educators will be able choose to implement the fully-integrated curricula and professional development that accompanies each platform. About Intelitek Intelitek is at the forefront of training for STEM and CTE. education for CTE.

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How Research-Informed Games May Result in Deep Learning Experiences

Edsurge

Games can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL).

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How one high school became a Minecraft powerhouse

eSchool News

Perched on one of the special gaming swivel chairs the team won as a prize in last year’s city championship, Rayden navigated through cavernous rooms that included a library, market, art gallery, and other amenities like a roller skating rink. Now we have to defend our title.”