Tag Archives: game-based learning

14 result(s)

Can Typical Educational Games Support Learning Within Curriculum?

by Douglas Clark
June 21, 2017

The potential of digital games for education is enhanced by the fact that digital games are everywhere. In 2008, the Pew Internet and American Life Project found that 97 percent of those ages 12–17 played computer, web, portable, or console games, and 50 percent of them reported daily or near-daily gameplay. Another Pew … 







Roundtable Discussion: Teaching with Games, Part 2

by Sandhya Nankani
April 21, 2017

In the part two of a roundtable discussion on teaching with games, Sandhya Nankani talks to Paul Darvarsi and Aleksander Husoy about what teachers look for in learning games and explore some of the qualities that make the teaching games successful. See part 1 here. Teachers on games for learning   Sandhya: A recent study found … 







Teaching with Digital Games: Webinar Available on Demand

by Administrator
March 24, 2015

On March 23, Michael Levine presented “Teaching with Digital Games,” a webinar for the Share My Lesson Virtual Conference with Rebecca Rufo-Tepper from the Institute of Play. The session was attended live by nearly 500 participants, and is now available for view on demand on the Share My Lesson website … 







Disrupting Education, Playfully

by Zach Levine
December 8, 2014

On November 19th, I covered the biannual Social Innovation Summit held in San Francisco for the Cooney Center and my colleagues at the Disruptor Foundation.  The summit brought together over 1,000 leaders interested in identifying, exploring, and actualizing partnership opportunities across the Business, Technology and Community sectors. I came to … 







Tapping Into the Potential of Games and Uninhibited Play for Learning

by Jordan Shapiro
April 29, 2014

This post is part 1 of the MindShift Guide to Game-Based Learning and originally appeared on MindShift. By now, you’ve probably heard the buzzwords: “game-based learning” and “gamification” are pervading headlines in education coverage. Video games have always been popular with kids, but now increasingly, educators are trying to leverage … 







Developers Look at Game-Based Learning in the UK

by Kirsten Campbell-Howes
April 10, 2014

At LEGup (the London Educational Games meet up) we recently hosted an event on gamification and its potential to improve educational outcomes in the classroom. Gamification is something of a hot potato at LEGup – many of our members dismiss it out of hand as nothing more than the “pointsification” … 







How do Teachers Use the Assessment Features of Video Games?

by Barry Fishman
December 2, 2013

A new study, called A-GAMES (Analyzing Games for Assessment in Math, ELA/Social Studies, and Science) has been funded by the Gates Foundation to study how video games support teachers’ classroom formative assessment practice. If you are a K-12 teacher, you can help shape and inform the research by completing a … 







Learning Games in the UK: Success and Challenges.

by Martha Henson
November 19, 2013

The London Educational Games Meetup group (or LEGup, as it’s become known), was started just over two years ago by Kirsten Campbell Howes, an educational specialist and game designer. At first, it was a small gathering in a room above a pub, where a few like-minded games makers and enthusiasts … 







Making Our Schools “SuperBetter” with GBL

September 10, 2013

This post was originally published in the Huffington Post as part of TED Weekends as part of the “Gaming for Life” series inspired by Jane McGonigal’s 2012 TEDTalk. Jane McGonigal charged me up for more than the 7.5 minutes of life extension she promised. Yes, practicing her four “resiliencies” through … 







Games and Learning Publishing Council

by Catherine Jhee
July 3, 2013

Game-based learning has emerged as a promising area of innovation in making rigorous academic content and professional practices more engaging, relevant and effective for America’s youth. Recently the National Academy of Sciences and the Federation of American Scientists have issued statements identifying the potential benefits of more robust experimentation and integration of digital games and simulations in K-12 education.