Monthly Archives: November 2012

St Philip's Academy - case study video

Beginning to Use Digital Games in the Classroom: A Video Case Study

by Jessica Millstone
November 13, 2012

For this video case study, our fifth in the series, we interviewed three educators at St. Philip’s about their goals for using games: third grade classroom teacher Regina Lauricella, Director of 21st Century Learning Katrina Allen, and Director of Technology Jerri Drakes. All three speak eloquently about the process of introducing digital games into the curriculum and how using games has affected the way they think about teaching and learning at St. Philip’s Academy. It’s an evolving effort, but one that has a team of dedicated educators and enthusiastic students behind it. We hope to check in with St. Philip’s again and see their progress!

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Kids Online

Taking a Closer Look at Kids Online: Opportunities and Challenges in Social Networking Forums

by Sara Grimes and Deborah Fields
November 7, 2012

As readers of this blog already know, many people are hopeful about the opportunities that online environments can provide for children. There is great promise for learning technical literacies, developing social skills and contributing to our shared culture through participation in online sites. And indeed, kids are participating in growing numbers on online social sites, […]

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Brothers playing games

Innovate to Educate: Designing Video Games to Teach Math

by Christina Hinton
November 6, 2012

The Cooney Center has just kicked off an exciting multi-sector partnership with experts in neuroscience and learning, seasoned video game designers, and impact game publisher E-line Media to create an innovative video game that teaches fundamental math skills. This “Gut Sense” team brings together some of the world’s foremost experts in learning, brain plasticity, and videogames (Daphne Bavelier and Sean Green); number sense and its relation to school math achievement (Justin Halberda); children’s media (Michael Levine and Lori Takeuchi); media law (George Rose); designing action videogames (Sean Vesce and Mike Wikan); and publishing of learning games (Mike Angst and Alan Gershenfeld). This all-star cast is poised to create a videogame for children ages 7-11 that develops the brain’s numerical intuitions.

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