This article in The Guardian shows how effective the face-to-face direct social interaction of gaming can be for helping people understand and experience difficult topics and events.
Brenda Romera gave a fascinating TED talk about designing a game for/with her 7-year old to explain the Middle Passage. [ted id=1432]
Educators and families alike are in a sort of conundrum when it comes to entertaining their brood. Part of you wants something fast, part of you wants something that will entertain them for long periods of time – that they will genuinely enjoy, but that won’t take a lot of work on your personal part.
Would you teach kindergarteners about atoms? What about genetic patterns of inheritance? Most people might scoff at the idea of introducing such scientific concepts at such an early age, but gamification is a growing trend in education that can effectively engage students in complex topics.
Reading is one of the most important skills a child will ever learn. To live a productive life one needs to be able to read, to be literate. In most schools, children are expected to be able to read simple sentences and stories by the end of first grade. By third grade, they are expected to be able to read almost any kind of text. As well as being able to “sound out” regularly spelled words, children must also master reading basic, common sight words.
Hackbright Academy is a software engineering school for women, and they’ve posted an article listing six things you can do to “create future innovators and leaders”. The article probably should have been titled “six things you can do to prepare your kids for engineering,” but the six things are still great ideas. Read them all right here.
Here’s an inspirational story: a teacher who started out using games to teach his students, then got those games published, and now has his own game company! Read the whole story here
STEM stands for Science, Technology, Engineering, and Math, and the idea is to integrate these disciplines because they are so closely intertwined. Instead of having classes that are isolated from each other, lessons are taught that complement each other. Engineering problems show up in math lessons, for example. STEM toys, as you might imagine, are growing…
Edudemic posted this list of their 23 top resources for game-based education. Check it out right here: http://www.edudemic.com/23-best-game-based-resources-2014/