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Games for Change announces its 2017 award nominees in learning, civics, and more

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Games for Change has nominated its top games across the Neurogaming & Health, Civics & Social Impact, and Games for Learning tracks for 2017. All nominees are up for the top honor of G4C's Game of the Year award. G4C holds an annual festival in New York City each year to celebrate games making a positive social difference, and many of those fall into education. The 2017 festival will take place on July 31-August 2. Judges will select the winners, but G4C is also opening voting up t
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ISTE 2017: Virtual reality and social competence can keep kids in STEM

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The use of Pokémon Go has exploded in education, and it's a powerful tool for a reason: real-world socialization. In their session "Beyond Pokémon: Virtual and Augmentative Reality for STEM" at ISTE 2017 in San Antonio, Dr. Amber Rowland and Dr. Sean Smith of the University of Kansas spoke on how to teach social competence in a technology-driven world. When educating students abo
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ISTE 2017: 5 big technology trends shaking up digital citizenship education

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Jason Ohler opened his session at ISTE in San Antonio with some jokes — pun-filled fake news headlines on a slideshow set against music. Then his presentation shifted into the serious. "I'm 64 years old," he said. "My lungs are about 25." Ohler is a friend to technology. During his battle with pulmonary fibrosis, tech called a "lung in a box" kept him alive. But when he was at his sickest, the 40-year teaching veteran took a st
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What Super Mario taught me about learning and success

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Over the last four years, I have embraced and implemented gamification and game design principles in my U.S. History classroom. When I have presented this idea to colleagues, there is sometimes a fear that this might lead to a loss of rigor or relevance. The most common misunderstanding is that video games are just easy fun. It is true that games are entertaining, but successful video games must also efficiently teach the skills of the game while engaging the player with meaning and purpose;
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Giveaway: Win a signed copy of Matthew Farber’s book ‘Gamify Your Classroom’

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We're giving away five signed copies of teacher Matthew Farber's newly revised and expanded book, Gamify Your Classroom. In the book, Gamify Your Classroom: A Field Guide to Game‐Based Learning – Revised edition, Farber interviews more than 70 authorities in education—experts like James Paul Gee, Lee Sheldon, Jordan Shapiro, Mary Flanagan, and Mizuko (Mimi) Ito—as well as dozens of organizations, including

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Using iCivics and gamification to teach students about citizenship

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Civic education is one of the most important things students will learn in school. Civics is where students gain an understanding of what is required of the citizens of a nation in order to maintain that nation's political structure. In America, this involves an active and informed participation in the democratic process. Making sure students understand the founding constitutional principles and the rights, liberties, and responsibilities that come with citizenship is vital. In a technologica
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How to use Padlet and QR codes in the classroom

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We are lucky that we live in an age where numerous resources are readily available at our fingertips. The downfall is the lack of time we have to implement and fully discover their possible advantages and disadvantages. Recently, I experimented with adding the app Padlet to my classroom. Creating an ‘online resource box’ for students Initially, I created a Padlet page as an “online resource box” for students to access wh
Make Learning an Adventure, Gamify your classroom today! Start Now, It's Free!
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How games help students become successful readers

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Editor's Note: Guest author Ivan Kaltman is the creator of Sydney’s World, a family-friendly role-playing game that helps children improve language and literacy skills. Visual presentation of text is often overlooked as an instructional method to help students become successful readers. Reluctant readers such as dyslexic students often have inefficient visual tracking and difficulties in serial scanning of print. These studen