A survey finds that students want to keep learning once they are home; here’s how digital tools can help.
Via paul rayner, João Greno Brogueira, miracletrain 夢想驛站
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Ryan McDonough's curator insight,
July 7, 2014 8:19 AM
Self explanatory visual on the benefits of gaming as a means of learning. Outlined are the rewards, mastery, engagement, intensity, exercise, readiness, and competitiveness. These types of graphics need to be displayed in the classroom. There's always parents who are unsure of how gaming qualifies as teaching. Can't they just sit their kid in front of an iPad all day at home? Well, in the appropriate setting, with the right direction and guidance, games are certainly good for learning. Some people just don't know that from experience yet. |
Beth Dichter's curator insight,
November 1, 2013 9:33 PM
Richard Byrne shares six science games that are available online through Rice University. The games include: * CSI Adventure - six adventures that allow students to become forensic scientists and solve a crime. * Cool Science Careers - students may explore five STEM-based careers. Students take an interest survey and their adventure will be guided by their interests. * MedMyst - learn about microbiology with a focus on infectious diseases and how they spread. * Reconstructors allows you to "gather evidence and data to solve drug-related cases." (3 games) * Virtual Clinical Trials - become a research scientist and help develope treatments for spinal cord injuries, depression and brain injuries. * N-Squad - "investigate the effects of alcohol on the digestive, circulatory, and nervous systems." These games are geared to middle and high school students and these adventures are also available in Spanish! |