Digital learning games have officially gone mainstream, with nearly three-quarters of K-8 teachers saying they use the games for classroom instruction, according to a new national survey.
But the rise of digital gaming within schools still pales in comparison to the advances seen in the commercial gaming sector, according to a comprehensive, 67-page report issued by the Games and Learning Publishing Council, a project of the Joan Ganz Cooney Center at Sesame Workshop, a New York-based nonprofit that studies digital media use and children. (…)
Historically, the teacher has been the omniscient presence in just about every classroom in the world. They were the only ones who possessed the all-mighty knowledge which was passed on to their yearning students. Traditionally, pupils were placed in rows directed towards the maestro perched at the front of the room spouting facts that the students madly scribbled in their notebooks. The aforementioned students would then, at a later time, pour over their notebooks attempting to commit these facts to their short-term memory for long enough to get a decent grade on the corresponding test. Then, they would promptly forget most everything they “supposedly” learned. Sound familiar? (…)Read More
You want students to learn. Shall we play a game? Absolutely! But what is a game? Game: a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck. (…)Read More