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5 reasons why game design is the best way to teach STEAM skills

eSchool News

That’s where game-based learning comes in. Meanwhile, video games are already one of the most familiar and compelling forms of media for students–so why not use them as a learning platform? When done right, it can radically change how students learn and retain essential skills. That fuels teamwork.

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How Gimkit engages my students

eSchool News

During this time, students experienced significant change and evolved into a more technologically-dependent group. This sparked a period when online learning and digital resources gained substantial popularity, and one tool that helps students learn–while also feeling like a game instead of a lesson–is Gimkit.

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5 engaging ISTELive 25 sessions

eSchool News

Conference sessions cover it all–from AI and math learning to esports and navigating mental health technologies for schools. As AI technologies become increasingly prevalent, it is crucial to understand how to use these tools responsibly. Teachers can meet students academically, mentally, and socially.

Ethics 264
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Through Comedy Classes, Students Take ‘Big Swings’ for Mental Health

Edsurge

Like Patterson, students in recent years report better cognitive, social and academic outcomes through game-based learning and interactive play , compared to lecture-based instruction. “I

Students 104
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Coding, Creativity and the New Digital Fluency

Edsurge

This approach helps students see themselves as creators, not just consumers, of technology. Developed by Urban Arts in collaboration with Minecraft Education , the program offers middle school teachers professional development, ongoing coaching and a 72-session curriculum built around game-based instruction.

Ethics 151
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10 Video Games To Get Started With Game-Based Learning

Teach Thought

Games can serve as platforms for lessons in math, science or just about anything -- even if they weren't designed to be educational.

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What We Learn from the Edtech Games the Government Plays

Edsurge

One of its games is a VR app about the joys of brushing your teeth. SBIR grants are typically awarded in two phases: Phase I awards provide about $200K for 8-months to develop a prototype of an education technology product; Phase II awards can be up to $1 million for more extensive development.

Learning 296