"How can we get students to not only engage in math, but also go deeper in the mathematical thinking and practices described in the standards?" Infographic by MIND Research Institute.
In his new book, The Game Believes in You: How Digital Play Can Make Our Kids Smarter, Greg Toppo, the national education and demographics writer at USA Today, pulls back the curtain on the history and promise of educational games. Toppo takes readers inside classrooms, labs and startup companies to meet the people who are the driving forces behind the movement to bring digital games into our schools. The book comes at a time when school leaders are spending more money on high-tech tools, and more teachers say they believe that games are effective tools for teaching and learning. Along with many scenes that are amusing and illuminating, Toppo also weaves in meaty bites of public policy and academic research. The book provides an accessible account that policymakers, teachers, parents and students can all use for an informed – and lively – conversation about digital games in the classroom. The Hechinger Report caught up with Toppo recently to talk about games and learning. Read Article
“While gamification and game-based learning are buzzwords in the training realm, and are sometimes used interchangeably, they are different. Incorporating either one of these elements into your training is a sure way to catch your audience’s interest and teach them your material.” Gamification and game-based learning are both buzzwords in the education and training industry. Although both are innovative ways to train your learners, they aren’t actually interchangeable. While both may relate to education and training, how they relate varies greatly. Read Article