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5/14/12
Filed by
Christine Cupaiuolo
Why Teachers Use Digital Games and Why Schools Teach Gaming
Surprising data from teachers using digital games in the classroom; Learning and having fun playing Quest Atlantis in Wisconsin; teaching game design and programming at iTech Academy in Miami; and more on how games are ace-ing the test in many school districts.5/10/12
Filed by
Christine Cupaiuolo
Games Even a Bureaucracy Could Love: The Future of Testing and Data-Driven Learning
With testing and Common Core Standards gaining steam in school reform circles, some educators are asking how to ensure that digital tools like computer-based “stealth assessments” will change classrooms for the better.4/20/12
The Magic of Going Mobile: Augmented Reality, Design Thinking and the Power of Place
How a new augmented reality platform for the iPhone is helping educators explore the possibilities of mobile for learning, and the value of putting students in the driver’s seat.4/14/12
Filed by
Christine Cupaiuolo
“We Came to Play”: Lessons on Connected Learning and Creativity from Caine’s Arcade
The viral success of “Caine’s Arcade” has not only changed the life of a 9-year-old boy with a warehouse-sized imagination—it’s changing the conversation about learning and play.4/11/12
Filed by
Kelsey Herron
How MTV and Digital Games Like Angry Birds Help Kids Learn to Draw the Line on Cyberbullying
MTV teams up with the widely popular game “Angry Birds” to help kids understand the difference between digital use and abuse.3/29/12
Filed by
Kelsey Herron
Jim Gee on The Use of Video Games for Learning About Learning
In a new video at Edutopia, games and learning expert James Paul Gee says education should be more like a well-designed video game.3/14/12
Filed by
Christine Cupaiuolo
Launching Red Bird Into Space: Angry Birds Goes for Ride With NASA
NASA is playing a key role in the fourth installment of the popular mobile- and browser-based game “Angry Birds.” Plus, how physics teachers are using the game with student-scientists in the classroom.3/12/12
Filed by
Christine Cupaiuolo
Calling All Game Makers: National STEM Video Game Challenge Extends Deadline
The 2012 National STEM Video Game Challenge is extending the application deadline and making a push for submissions from college students and educators.2/06/12
Filed by
Sarah Jackson
A Game Designer At The White House?
The White House Office of Technology Policy has hired its first social scientist-game designer. We can’t wait to see what she comes up with.1/31/12
Programming With Scratch Jr: When it Comes to Screen Time and Young Kids, Content and Context Are Important
Since MIT’s Lifelong Kindergarten group released Scratch in 2007, kids ages 8 to 13 have built more than 2.2 million animations, games, music, videos and stories using the kid-friendly programming language. Now with a grant from the National Foundation of Science, Lifelong Kindergarten is collaborating with Tufts University’s DevTech Research Group to make Scratch Jr, a new version aimed at kids in preschool to second grade.1/30/12
Filed by
Sarah Jackson
SMALLab’s FLOW Encourages Students to be (Physically) Active Learners
In classrooms using FLOW, a new “embodied learning environment,” students are encouraged to stand up, move around, and make some noise.1/13/12
Filed by
Sarah Jackson
PLAYBACK: Pedagogy, Coding and Teaching Kids to Think Deeply
Idaho teachers resist technology push; teens adapt the Xbox to help patients; & why learning to code may be harder than you think, all in this week’s Playback.1/12/12
Filed by
Christine Cupaiuolo
LEGO Called Upon to Treat Girls and Boys as Equals
Back in the early 1980s, a young girl with red braids and blue jeans proudly held up a LEGO creation. Today, LEGO thinks the best way to market to girls is with parties and beauty shops. Welcome to the new gender divide in STEM-related toys.12/20/11
Filed by
Christine Cupaiuolo
Where Gaming Rules: Middle School Students Accept the Challenge at ChicagoQuest
At ChicagoQuest, a new charter school, getting out of your seat and collaborating with others is encouraged. Here, games aren’t add-ons to the curriculum—they are the curriculum.11/30/11
Filed by
Christine Cupaiuolo

















