Getting under a kid's skin has become science. Some parents say their children are addicted to video games, but it's no accident that kids can get lost in them. Game developers are studying gamers' actions as they play in order to make the games more compelling — and lucrative.
Applying to college is stressful at the best of times. But technical flaws in the online Common Application, used by hundreds of colleges, have sparked panic among some high school seniors. With deadlines approaching, some schools are making backup plans — like a return to mail or even faxed applications.
As more schools across the country begin to use tablets in classrooms, it’s worth taking the time to note how other countries are incorporating tablets for learning. In this Slate article, Lisa Guernsey points out that the emphasis is less on games and interactive content and more on the iPad as a tool for capturing experiences.
There's growing and well-founded concern about the gender gap in science, technology, engineering and math fields, particularly when it comes to women of color. Here are some ideas on what to do about it.
Game-based learning has become synonymous with educational video games in some circles, but low-tech games have been used with great success in classrooms for a while. In fact, games that don’t require costly technology have a lot to offer the intrepid educator both as a learning tool and an education mindset, according to game-based learning advocates.
Educators are getting prepared to welcome students back to school this month. Many have spent the summer reading up on new teaching strategies or getting inspired by colleagues across the country. To help get those idea juices flowing, here are some MindShift articles that delve into creative work, tools, and methodologies.
Playing an action video game “can virtually eliminate” the gender difference in a basic capacity researchers call spatial attention, while at the same time reducing the gender difference in the ability to mentally rotate objects, a higher-level spatial skill.
A new report released today reveals the results attempting to answer the question: do digital games and simulation help students studying science, technology, math, and engineering achieve better learning outcomes?
By Holly Korbey When St. Louis fifth-grade teacher Jenny Kavanaugh teaches history, she uses her laptop to look at a map, or to give kids a virtual tour of the historical landmarks they’re studying. “Students can interact with history in very cool ways online,” she said. But when it’s time for math, she puts the … Continue reading Teachers, Students, Digital Games: What’s the Right Mix? →
SimCity As game-based learning gains momentum in education circles, teachers increasingly want substantive proof that games are helpful for learning. The game-makers at the non-profit GlassLab are hoping to do this with the popular video game SimCity. GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a … Continue reading SimCityEDU: Using Games for Formative Assessment →
World of Warcraft Students’ passions can be a powerful driver for deeper and more creative learning. With this knowledge, some educators are using popular commercial games like World of Warcraft (WoW) to create curriculum around the game. And they say they’re seeing success, especially with learners who have had trouble in traditional classrooms. World of … Continue reading World of Warcraft Finds Its Way Into Class →
Justin Sullivan/Getty Images As tech tools continue to proliferate with new launches and new products, it’s difficult to predict what will stick and what won’t. A recently released report by the New Media Consortium and EDUCAUSE Learning Initiative (ELI) tries to sift through the fads and find the few that will have a real impact … Continue reading Higher Ed Trends: MOOCs, Tablets, Gamification, and Wearable Tech →