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Megan Haddadi

Legos for the Digital Age: Students Build Imaginary Worlds | MindShift - 0 views

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    gaming in the classroom Elementary computer teacher Joel Levin uses the digital game Minecraft in the second-grade classroom. In the game, players scavenge for resources and use 3D blocks to build projects that can be wholly determined by the user or the teacher. "I'm able to construct these elaborate experiences, settings, and stories for the kids to move through. Rather than having to shoehorn a lesson around a game, I'm able to think about what I'm trying to teach and then design an entire world around that
Megan Haddadi

Suffern student wins video game challenge, and Obama's praise | The Journal News | LoHu... - 1 views

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    student-created video game
Demetri Orlando

Home | Quandary - 0 views

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    Here is the home page of the game
Demetri Orlando

5 Rarely Considered Obstacles To 21st Century Education - Forbes - 0 views

  • If anything, I think Minecraft is making kids smarter. But whenever I say that, the technophobes, the Waldorf parents, and a whole subset of very smart, compassionate, concerned parents and teachers get very curmudgeonly.
  • We need to stop blaming the video games and start trying to make kids as passionate about the life-world as they are about the game-world. The trouble is that our own egos are in the way.
Demetri Orlando

3 Ways Coding and Gaming Can Enhance Learning | Edutopia - 0 views

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    by Doug Kiang
Demetri Orlando

A Gamified e-Learning Design Model to Promote and Improve Learning (PDF Download Availa... - 0 views

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    Nice analysis of gamificaiton
Demetri Orlando

DragonBox - The multi-platform Math Game - 0 views

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    looks like a cool app
Demetri Orlando

You Can Create Your Own Characters in Quandary, Now Available on Tablets - 0 views

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    looks like a cool app, and comes out of MIT ed arcade
Megan Haddadi

Parent Advice - What We Love: Online Worlds for Kids - Common Sense Media - 0 views

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    Fun, safe places to play online
Demetri Orlando

Show The Learner Visible Signs of Their Learning « Karl Kapp - 0 views

  • One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed). Too often in an instructional setting, the learner doesn’t know whether or not he or she really understands or can apply the knowledge they are learning. There is often no visible sign of mastery of the content or application of the content.
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    A principle that ought to be applied in more learning environments (visible mastery/ability to solve a problem)
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