The MindShift Guide to Digital Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.
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 →
Valve By Andrew Miller Video game company Valve is going deep into the education world with a new initiative using Steam, their free online game platform where users can download games and communicate and play with other players. The initiative is called Steam for Schools, and a free educational version is now available to teachers … Continue reading Video Game Portal Enters the Classroom →
By Sara Bernard What should we teach kids about computers in 2011? Most already know how to use them. “The most interesting thing we can teach kids about computers is how to program them,” says Matthew MacLaurin, UX Director of Microsoft FUSE Labs and one of the originators of Kodu, a free, downloadable software that … Continue reading Can Creating Computer Games Develop Reading and Writing Skills? →