Teaching with Games: GLPC Case Study: Ginger - 9 views
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Paul Boyer on 10 May 12Particularly interesting to me in light of the special needs applications.
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The Joan Ganz Cooney Center released new research from the Games and Learning Publishing Council initiative. They conducted a series of video case studies and a national survey, Teacher Attitudes about Digital Games in the Classroom, undertaken in collaboration with and support from BrainPOP®. Each video case study shows an individual teacher who integrates digital games into his or her curriculum in exciting and innovative ways. This video features Ginger Stevens, a 6th grade special-education teacher at Quest2Learn in New York City. This video case study shows how she utilizes the intentionally game-like environment of her school to maximize Learning for students with special needs. Talks about kids interacting with each other AND digital images projected onto the floor and connected to the computer. Essentially a floor-based white board