Technology Education Trends- June 2014
2014 Jun 02
![]() Technology Education Trends- June 2014
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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:
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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."
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Recommended Reading
Reality is Broeken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal |
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.
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