Category Archives: Games and Learning

What Happens When School Design Looks Like Game Design

by Jordan Shapiro
August 1, 2014

Part 13 of MindShift’s Guide to Games and Learning. In education, it seems as if innovation and revolution play like the song of the Sirens in a culture of perpetual obsolescence. It seems as if we’ve got an unhealthy fetish for new-ness, indiscriminately choosing the convenient disposability of shrink-wrap over … 







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How Teachers Can Use Video Games In The Humanities Classroom

by Jordan Shapiro
July 25, 2014

Part 12 of MindShift’s Guide to Games and Learning. We often think about game-based learning as if video games can become robotic teachers. In the same way that software file systems have created more flexible and efficient file cabinets, we imagine that video games can make great instruction more scalable … 







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Michael Levine

Playful Learning and Rigorous Assessment: Can We Level-Up the Common Core?

July 25, 2014

This piece originally appeared in the Huffington Post. According to a recent New York Times piece that has stirred a highly emotional debate among my many colleagues, parents across the U.S. who once felt confident helping their children with homework until high school are now feeling helpless when confronted with … 







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Argubot Academy

From Mars to Minecraft: Teachers Bring the Arcade to the Classroom

by Jordan Shapiro
July 21, 2014

Part 11 of MindShift’s Guide to Games and Learning. 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 … 







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James Paul Gee

Games Can Advance Education: A Conversation With James Paul Gee

by Jordan Shapiro
July 11, 2014

Part 10 of MindShift’s Guide to Games and Learning. Most people involved with games and learning are familiar with the work of James Paul Gee. A researcher in the field of theoretical linguistics, he argues for the consideration of multiple kinds of literacy. The notion of “New Literacies” expands the … 







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Brad Flickinger

Games In The Classroom: What the Research Says

by Jordan Shapiro
July 3, 2014

Part 9 of MindShift’s Guide to Games and Learning. The games-and-learning landscape is changing quickly. What’s happening in classrooms now will look very different in a decade, so what really matters right now is how we frame the conversation. The way we understand the expectations and promises of today’s game-based … 







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Keith Devlin covers

Digital Games and the Future of Math Class: A Conversation With Keith Devlin

by Jordan Shapiro
June 27, 2014

Part 8 of MindShift’s Guide to Games and Learning.   Keith Devlin is a well-known mathematician and the author of many popular math books. He is co-founder and Executive Director of Stanford University’s Human-Sciences and Technologies Advanced Research Institute and is well known as the “NPR Math Guy.” He’s also … 







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photo credit: Doug Kline

Benefits of Gaming: What Research Shows

by Jordan Shapiro
June 20, 2014

Part 7 of MindShift’s Guide to Games and Learning. Games and learning advocates often come up against the video game stigma. Despite the fact that we’ve now seen decades of game play, and that a generation of gamers has grown up without a civilization collapsing, the bad reputation persists — … 







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Gamestar Mechanic

Making Games: The Ultimate Project-Based Learning

by Jordan Shapiro
June 13, 2014

Part 6 of MindShift’s Guide to Games and Learning. As game-based learning increases in popularity, it’s easy to get pigeon-holed into one particular way of thinking about it or one way of employing it. This is true regardless of how teachers feel about gaming in the classroom, whether they’re for … 







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devices used to play games in the classroom

Digital Games in the Classroom: A National Survey

by Lori Takeuchi, PhD
June 9, 2014

It seems that hardly a week goes by without a news story touting that digital games like Minecraft are gaining a stronger foothold in American classrooms. Publishers and game developers are eager to make headway in the educational technology marketplace, and school districts throughout the country are rolling out one-to-one … 







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