Technology Education Trends- June 2014

2014 Jun 02

    

Technology Education Trends- June 2014  

 

    
Games and Learning  
 

Gamesandlearning.org is a news and information service aimed at increasing the amount of information available for those interested in developing and funding new educational games for children and young adults. The site is operated by the  Joan Ganz Cooney Center at Sesame Workshop and is a project of the Games and Learning Publishing Council. The Council and the Site are made possible by a grant from the  Bill & Melinda Gates Foundation.

  

 

The site is organized into segments:

  • Market Research
  • Game Development
  • Learning Research
  • Classroom Use
  • Funding opportunities
 
Growing evidence shows that digital games have the potential to make academic content more engaging, adaptive, and relevant for students while providing measurable outcomes for teachers. The Games and Learning Publishing Council believes that by advancing and sharing information about the impact games have on learning, improving the ability of producers and investors to create marketable, research-based educational games, and including policy makers and practitioners in the conversation, more effective projects can reach more students (especially within low performing schools and underserved communities).

Introducing the Games and Learning Publishing Council
Introducing the Games and Learning Publishing Council


 
Guides to Games and Learning
 
KQED and NPR's   MindShift explores the future of learning in all its dimensions, covering cultural and technology trends, innovations in education, groundbreaking research, education policy, and more. Mindshift has launched a  Guide to Games and Learning from Jordan Shapiro, author of FREEPLAY: A Video Game Guide To Maximum Euphoric Bliss, and Forbes columnist on game-based learning, education technology, and parenting.

 

Shapiro recently spoke at the Global Education and Skills Forum in Dubai.The talk, entitled "Critical Thinking and Video Games: Scalable Pedagogy for the Future," covers a ton of concepts including: game-based learning, gamification, Socrates, Jacques Lacan's signifiers, systems thinking, iteration, metacognition, and "scaffolding for emptiness."

 

You can watch his talk via the link below:

Here's Why We Need Video Games In Every Classroom - Jordan Shapiro
Here's Why We Need Video Games In Every Classroom - Jordan Shapiro

A visionary game designer reveals how we can harness the power of games to boost global happiness.

 

With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone?

 

In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds.

 

Written for gamers and non-gamers alike,Reality Is Broken shows that the future will belong to those who can understand, design, and play games.
 
The Wordwide Leader in Technology Education for Children
 

www.computertots.com.my 

 



Back to News & Events


Print