Tag Archives: games and learning
14 result(s)
Can Typical Educational Games Support Learning Within Curriculum?
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 study reported that digital games generated $25 billion in sales in 2010. Studies have demonstrated the potential of digital games to support learning through conceptual understanding, process skills and practices, and…
Busting Barriers Or Just Dabbling?: How Teachers Are Using Digital Games In K-8 Classrooms
October 21, 2014
I spent last weekend on a camping trip with extended family. Having just completed a report on the use of digital games in the classroom, I was more than a little eager to consult with the kids in the group about their use of digital games inside and outside of the classroom. Given the popularity of Minecraft, I started there. “Do any of you guys play Minecraft?” I asked. Instantly there were three kids with three devices surrounding me, each…
Top 5 GOOD things about SXSWedu 2014
This year the Cooney Center attended SXSWedu in full force, with three separate opportunities to share our work on how teachers, researchers, game developers, and investors are bringing true games-based learning to K-12 classrooms. After presenting with Allisyn Levy of BrainPOP and Julie Evans of Project Tomorrow on Monday, I was able to relax and enjoy the rest of conference, including Michael Levine’s Digital Playground talk on Tuesday and the Games & Learning Publishing Council session later that afternoon. Here…
Introducing gamesandlearning.org
February 5, 2014
Ever since the Joan Ganz Cooney Center opened its doors in 2007, we’ve met a lot of great developers who are producing games for kids. And one piece of advice that they are all looking for is how to get their products funded and distributed as widely as possible– whether the K-12 institutional system, or the App Store. We’ve been listening, and we want to help. Two years ago, with support from the Bill & Melinda Gates Foundation, we convened…
How do Teachers Use the Assessment Features of Video Games?
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 survey. There is growing support for the use of digital video games as part of K-12 teachers’ classroom routines. As with all educational technologies, the most frequently asked question…
Playing Games in School: When games make a difference in education
August 23, 2013
EdSurge has assembled a great primer on games and learning Playing Games in School: When games make a difference in education. This online resource takes a high-level look at Games and Learning and features insights from leading scholars and practitioners in the field, including James Paul Gee and Joel Levin. The collection features a guide to twenty great educational games and examines the many roles that games can play in education, especially when students create their own. The Cooney Center’s…
SXSWEdu: We Need Your Vote!
Designing the Future of Games, Learning, and Assessment
May 17, 2013
What if algebra were more addictive than Angry Birds? Imagine an eight-year old mastering algebra on an iPad by sorting dragons into boxes. Or, what if middle schoolers could become proficient with fractions by playing a platform game similar to Super Mario Bros? How about if the doorway to mastering Newtonian physics involved ninth graders and digital levers? Now, what if a video game could both teach students to argue a point in an essay, read Great Books closely for…
Video: Dr. Constance Steinkuehler on Interest Driven Learning
April 30, 2013
The Games & Learning Publishing Council Continues
January 10, 2013 marked the kick-off for Phase II of the Joan Ganz Cooney Center’s Games and Learning Publishing Council. Funded by the Bill and Melinda Gates Foundation, the Council aims to expand the role of games and gaming in the educational lives of children by providing new research and analysis of the field of games-based learning. In its first year, the Council has expanded research and set forth a rigorous agenda for future work. Representing the diversity within the…