Tag Archives: video games
71 result(s)
Celebrating the Winners of the National STEM Video Game Challenge
June 30, 2015
What do virtual reality innovators, the Pittsburgh Pirates, and Mr. Roger’s studio have in common? All three were part of an amazing weekend honoring the winners of the 4th annual National STEM Video Game Challenge! Ten students and their families celebrated their achievements this past weekend in Pittsburgh, PA, home of this year’s regional spotlight. The events aimed to show the winners how to channel their passions into purpose and how to use that purpose on a meaningful pathway to…
Update: The 4th National STEM Video Game Challenge
May 28, 2015
The entries are in for the National STEM Video Game Challenge, and our expert judges have been busy playing video games! This year we’ve received more than 4,000 entries in the following categories: Gamestar Mechanic, Gamemaker, Scratch, Unity, Open Platforms, and Written Design Documents. The STEM Challenge has hosted more than 35 game design workshops across the country for youth and educators. The energy at these workshops was amazing—read more about a youth workshop that took place at the Science…
Your Children Need Real-Life Video Game Escapades
May 19, 2015
Family Time with Apps is a free interactive guide for parents and caregivers that highlights some ways that families can use technology together. The book features comic strips that parents and children can enjoy together, as well as tips on selecting apps that can help turn screen time into family time. The guide provides tips on how using apps together can support a child’s learning and development. It is available from the iBook Store. We’re thrilled to share Jordan Shapiro’s…
The 4th National STEM Video Game Challenge Opens Today!
October 29, 2014
Together with our partners at the Smithsonian and E-Line Media, we are thrilled to announce that the National STEM Video Game Challenge is now open for its fourth year! The Challenge aims to motivate interest in science, technology, engineering, and math (STEM) learning among youth by tapping into their natural passions for playing and making video games. The competition is held in partnership with founding sponsor the Entertainment Software Association and the generous support of the Institute of Museum and…
Benefits of Gaming: What Research Shows
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 — and it’s mostly based around fear. News stories abound: games make kids hyper, violent, stupid, anti-social. It’s not only that people are generally wary of the unfamiliar, we also live…
Available Now: Media and the Well-Being of Children and Adolescents
May 27, 2014
This spring, Oxford University Press released an important new contribution to the literature of media and developmental psychology with Media and the Well-Being of Children and Adolescents, edited by Amy B. Jordan and Daniel Romer. The volume examines the role that media play in the daily lives of families with children, from “traditional” media such as television and film as well as “new” digital media, including video games and mobile devices. Together, the research that comprises this volume provides an…
Meet the Winners: Sooraj Suresh
May 7, 2014
California high school student Sooraj Suresh was asleep when his father entered his room to tell him he had just won the National STEM Video Game Challenge. Sooraj was excited of course. But, like a typical teenager, he wasted no time in going back to sleep. The next day at school his friends congratulated him on his award-winning game, Pixel Star One. They all wanted to try it out as soon as possible. In person at the Games for Change…
What Do Parents Really Think of Video Games? (Survey)
January 8, 2014
** The results of this survey are now available in the Digital Games and Family Life infographic series ** Back in 2012, the Joan Ganz Cooney Center embarked on a multi-stakeholder game design project, also known as “Hard Fun: Learning Mathematics,” funded by the NSF with lead designers at E-Line Media and premier researchers in neuroscience from University of Rochester and Johns Hopkins University. The goal was to design and research an educational game that both parents and kids would…
Making Our Schools “SuperBetter” with GBL
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 gameplay may help make us happier and more productive, but, like her, my interests are in accelerating social change. So if her concussion inspired a game with the power to…
Meet the Winners: Brianna Igbinosun
July 24, 2013
This is the first installment of a series featuring the winners of the 2013 National STEM Video Game Challenge. Stay tuned for a new profile of each of our student winners each week! We’re not sure if it was Brianna’s drive, clever strategizing, or keen shirt-designing skills that helped her clinch the title of Best Scratch High School game in the National STEM Video Game Challenge, but we’re happy to introduce you to Brianna Igbinosun and to share her game…