Skip to main content

Home/ Literacy with ICT/ Group items tagged joan

Rss Feed Group items tagged

John Evans

Joan Ganz Cooney Center - Busting Barriers Or Just Dabbling?: How Teachers Are Using Di... - 2 views

  •  
    "This recent example aside, the idea that games can be fun and educational is starting to take hold in the educational community.  That these fun learning games can come in the form of games like Minecraft, rather than "skill and drill" games is icing on the cake for students and teachers.  The number of recent popular press articles heralding a rising trend of digital game use in the classroom has made the team at the Joan Ganz Cooney Center wonder: just how common is this practice?  And further, which teachers are choosing to use digital games in their teaching, what particular goals do they have for that game use, and what kinds of outcomes are they observing among their students? With these questions in mind the Joan Ganz Cooney Center surveyed nearly 700 K-8 teachers about their use of digital games in their teaching (a follow-up to a similar survey we conducted in 2012 with BrainPop). I wanted to share a few of the highlights from our full set of findings."
Phil Taylor

justdandy - home - 2 views

  •  
    Shared by Andy, Darren, and Joan. Thanks for the resources.
John Evans

Writing to Learn: 3 Tips to Get Started - 0 views

  •  
    "When we give students writing assignments, the purpose is often to share ideas and demonstrate understanding. We have students write persuasive essays to demonstrate their ability to make and support arguments, or write answers to questions that we use to assess their understanding. But, as Joan Didion explains, writing can also be a way to develop understanding."
John Evans

From Mars to Minecraft: Teachers Bring the Arcade to the Classroom | MindShift - 2 views

  •  
    "Teachers have found many different ways of using digital games in the classroom. But what kind of games are these students playing? And how are teachers incorporating them in the classroom? Last year's report from the Joan Ganz Cooney Center, "Games For A Digital Age," made the distinction between "short-form" and "long-form" learning games. Short-form games are designed to be played during a single class period. "They focus on a particular concept of skill refinement, skills practice, memorization, or performing specific drills." Long-form games "extend beyond a single class period" and sometimes gameplay can "spread over multiple sessions or even several weeks." Often long-form games are comprehensively tied to a full curriculum. They can replace textbooks by offering an interactive experience that seamlessly blends content, practice, and assessment into a contextualized learning experience. While some programs like this already exist, it's difficult to implement well. For teachers who want to get started, short-term games can supplement their already established curricula with fresh and engaging activities. Learning Games"
John Evans

The MindShift Guide to Digital Games and Learning | MindShift - 1 views

  •  
    "The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. We've brought together what we felt would be the most relevant highlights of Jordan's reporting to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning. While we had educators in mind when developing this guide, any lifelong learner can use it to develop a sense of how to navigate the games space in an informed and meaningful way."
John Evans

Surprising Insights: How Teachers Use Games in the Classroom | MindShift | KQED News - 0 views

  •  
    "More teachers are using digital games in the classroom, and they're using them more frequently, according to a new teacher survey just released by the Joan Ganz Cooney Center. But more surprisingly, the study reveals that teachers are finding that one of the most impactful use of games is for motivating and rewarding students, specifically those who are low-performing. The survey, which interviewed 694 K-8 teachers with an average of 14.5 years of teaching experience, aims to understand how and why teachers are using digital games in the classroom."
John Evans

Learning : Is there an app for that? - 7 views

  •  
    via The Joan Ganz Cooney Center at Sesame Workshop
John Evans

Here's How Gamer-Teachers Use Video Games In The Classroom - Forbes - 0 views

  •  
    "Games are being used much more widely in schools than they were when I first started writing about them 2 or 3 years ago. As of fall 2013, 74% of K-8 teachers were using digital games. 55% of these teachers have students playing digital games at least weekly, 9% daily. The games they are using are mostly designed to be educational, with only 5% playing commercial games, and 8% playing hybrids (commercial games adapted for education like MincraftEDU or SimCityEdu). These insights come from Joan Ganz Cooney Center at the Sesame Workshop, who recently released a study surveying K-8 teachers in order to understand how they are implementing digital games in their classrooms."
John Evans

How Digital Games Help Teachers Make Connections to Lessons and Students | MindShift - 0 views

  •  
    "t's not unusual for educators to use analog games in the classroom, but as more classrooms gain access to technology, digital games are also making a strong showing. A recent Joan Ganz Cooney Center survey of 694 K-8 teachers found that 74 percent of those surveyed use digital games in the classroom, up from 50 percent two years ago. Many of the teachers finding the most success are good at creatively connecting the game back to the curriculum, while allowing it to maintain the qualities of a good game. These teachers are often more comfortable with games themselves, playing for fun in their spare time, and are thus more likely to see valuable classroom connections. It's one thing to have empirical evidence that digital games are growing in popularity and another to get an in-depth look at how and why teachers see them as a valuable use of precious class time."
Dennis OConnor

Checklist for Online Instructors: Before the course begins - 0 views

  •  
    This is a comprehensive checklist of best practices for online instruction.  The resource was build by Joan Vandervelde and Jim Erbe from the Online Professional Development program at the University of Wisconsin Stout.
John Evans

Spanish-Language Apps: A Starter Collection| Touch and Go | School Library Journal - 0 views

  •  
    "In 2014, The Joan Ganz Cooney Center, a research lab focusing on children, digital media, and education published Family Time with Apps: A Guide to Using Apps with Your Kids. (free on iBooks). A Spanish-language edition of the guide, Apps en familia, became available last fall as an iBook and downloadable PDF. The 20-page booklet addresses the educational value of digital media and offers best practice suggestions. Research-based findings on using apps and recommendations on some of the family activities available through them-from creating photo albums to bird watching-are also included. A separate section answers parents' questions and provides resources for locating quality products. Share the guide and some of our Spanish-language and bi-lingual app recommendations for children with the adults who use your library, and if you don't have any Spanish-language apps on your library devices, it's time to begin a collection. The annotations below excerpted from the School Library Journal reviews when available; title links will bring you to the full review, price links to iTunes, Google Play, or Nook downloads. All of the apps listed are available in the United States. Feel free to add the titles of some of your favorites."
1 - 13 of 13
Showing 20 items per page