Have you ever given a formative assessment and not used the data? Learn about nontraditional types of formative assessments such as concept maps and games as a way to spot check students’ learning through a course of study. In this webinar, you’ll learn how Cathie Gillner, an educator from Fox Chapel Area School District in Pittsburgh, PA and Common Sense Ambassador, uses concept mapping and games as formative assessments.
Interested in using games as a learning tool in your classroom? Looking for new ways to engage your students in language? In this webinar, educator Jeff Brain and Words With Friends EDU’s Abby Speight demonstrated how Words With Friends EDU – the new, free, educational version of Words With Friends – can help!
Developed in partnership with Schell Games, DigitalMill, and the play2PREVENT Lab at Yale School of Medicine (play2prevent.org), PlayForward: Elm City Stories is an interactive, role-playing videogame designed to provide at-risk young teens the opportunity to acquire and practice skills to reduce sexual risk behaviors, with the ultimate goal of preventing HIV. Developing a videogame that involves sensitive topics, like sex, for young teens can be challenging. To help us create authentic storylines, characters, and artwork for the game, we used several tactics directly involve teens and community stakeholders in the development process. We hope that by sharing our experience, viewers will gain insight into the importance of engaging target audiences, like young teens, in the development of a videogame intervention.
Game jams have been growing in popularity across school campuses and in out-of-school programs. In this webinar, Matthew Farber shared about his use of tabletop game jams in his middle school social studies classes as well as his digital game jams in the after-school club he advises. He was joined by Steve Isaacs, who spoke about his use of game jams in his middle school video game design class.
Educators today struggle to find engaging, evidence-based Social Emotional Learning (SEL) tools for their students – tools that adapt to the skill level of each student, supporting and challenging them exactly where they need it. Administrators and counselors struggle with finding easy ways to validly assess SEL skills and screen students for Tier 2 support. This webinar focused on how personalized SEL games are uniquely meeting the needs of both Tier 1 and Tier 2 students.
In this webinar, Jim demonstrated how to turn Minecraft buildings into algebraic equations and how to build algorithms for standardized test questions in the game itself. He also introduced CodeRev’s online training Mathcraft Certification class, which includes access to a Minecraft Professional Development server and the Mathcraft Standards Wiki. Jim also discussed classroom management styles and pedagogies in a digital game-based learning environment.
Most of us have seen the excitement and extreme task commitment involved with playing a digital game. A vast majority of the globalized world plays video games as a pastime or hobby. If teachers could somehow harness the excitement and engagement of playing digital games in the classrooms, then students would truly experience heads-on, brains-on learning using the digital media that is an everyday, always-on part of their lives outside of schools. View the webinar and learn how to make school a game worth playing for your students.
Strengthening student engagement starts with creating a learning environment that’s fun, collaborative, and completely immersive. In this webinar, Classcraft CEO Shawn Young explored: The building blocks of good games and how to use them in the classroom; How to use video games to drive external and internal motivation; How to transform classroom management and the class experience into a game.
With the new Common Core State Standards, many educators have questions about how to provide math activities for students who are performing below grade level while simultaneously addressing the Common Core State Standards. In this webinar, the presenters shared engaging math games for the iPad and physical math activities that can be used for instruction and student learning in inclusive PreK, Kindergarten and 1st grade classrooms. These activities are designed so that students can work independently and at their own pace including children with mathematics difficulties.
Video games have moved from being thought of as a trivial pastime commonly associated with antisocial adolescents, to securing a central position in contemporary culture. Educators today are rethinking and reshaping their practice to align with the demands of a rapidly changing wired world. In this webinar, Canadian educator Paul Darvasi shared many practical classroom examples and discussed how video games, as an essential manifestation of contemporary culture, are naturally conducive to learning in the 21st century.
Using the free online resource Mission US as a case study, this webinar explored integrating interactive, role-based games into the American history curriculum in both middle and high school. Our presenters explored: benefits and challenges of using role-playing games in education; Options for integrating games into your unit plans; strategies for whole class, small group, and individual player implementations; and selecting supplemental activities to strengthen literacy and social studies skills.
Dr. Nicola Whitton, Senior Research Fellow at Manchester Metropolitan University argues that the benefits of games are greater than simply motivation. The potential of games for learning goes far beyond their use with children in formal educational settings. In this webinar, Nicola introduced the wide range of theoretical benefits of games, and presented theoretical framework of four affordances of games for learning.
Are you curious about game-based learning, but don’t know where to begin? This webinar covered what to look for in a game, where to get good games for learning, and strategies to integrate games into the system of a classroom.
The multiplayer classroom uses the techniques today’s world uses to communicate with us, so that we can teach our children in a language they understand. In this webinar, Lee Sheldon explored the multiplayer classroom. Topics covered included: an introduction to the history and philosophy behind multiplayer classrooms; identifying ways to apply elements of games to your own classes; and methods for turning parents, other teachers and administrators into enthusiastic supporters of the multiplayer classroom.
In this webinar, Gee discussed how Big G Games integrate a game as software with good interactional practices, good participatory structures, smart tools, and an emphasis on production and not just consumption.
In this webinar, Matthew Farber, educator and author of “Gamify Your Classroom: A Field Guide to Game-Based Learning,” reviewed how games, like SimCityEDU, Plague, Inc., Pandemic: The Board Game, and others, can teach interconnectedness.
Much of the recent attention on game-based learning focuses on the value of playful exploration in the primary grades. Using two games developed by MIT – The Radix Endeavor and Lure of the Labyrinth – Carole Urbano and Susannah Gordon-Messer discussed the affordances of game-based learning specifically for STEM disciplines in the secondary grades. Carole and Susannah shared the benefits of role-based play, collaborative problem-solving, and quest-based exploration and their contribution to the development of skills like analytical thinking, inquiry, and perseverance.
Games can be powerful vehicles to support learning, but their success in education hinges on getting the assessment part right. In this webinar, FSU Professor Valerie Shute explored how games can use stealth assessment to measure and support the learning of critical 21st century competencies. She discussed what stealth assessment is, why it is important, and how to develop and accomplish it.
Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? And what kind of resources can help prepare teachers who want to implement more games into their curriculum, but need more help making sense of the existing research that’s out there as well as some suggestions for practical use?
Game-based learning is an emergent concept, and there is a lot of uncertainty about how implement games in the classroom in the most beneficial and effective way. Lee Wilson, CEO of Filament Games, answered the two core questions educators face when integrating games into curriculum: WHAT aspects of classroom practice are games especially well-suited for and WHEN should they be used?
“Your students’ work is being affected by their out-of-school video gaming! The average gamer plays 13 hours a week.”(McGonigal, 2011). Don’t you wish your students were spending that much time reading and writing outside of your classroom? Well—in many cases they are! MMOPRGs (massively multiplayer online role playing games) such as World of WarCraft, Minecraft and Guild Wars 2 are a powerful force in many students’ lives.
In this webinar, third grade teacher Jim Pike demonstrated Mathcraft, a Common Core Math curriculum centered around the popular video game Minecraft that he developed and has been using with his students over the past year. Jim teaches in South Central Los Angeles, where much of the student population is living far below the poverty level.
Lecture, worksheet, test. Lecture, worksheet, test. It’s a common routine in many classrooms, and, rather than a rare virus or nuclear war, it’s likely to be the true cause of a future zombie apocalypse with today’s students who are tomorrow’s future. In an effort to break this vicious cycle (and save humanity?), instructional technologist Lucas Gillispie and pioneering teachers in his school district are teaming up and working to transform classrooms through the use of popular commercial games.
The multiplayer classroom is a technique to incorporate game elements into course design. The course is the game! The multiplayer classroom movement started in 2010 with Lee Sheldon, who was a professor at Indiana University at the time.