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Top News
New research on gaming design and brain plasticity offers more perspectives on educational gaming
By Meris Stansbury, Associate Editor
According to a recent paper by the Massachusetts Institute of Technology (MIT), games, when developed correctly and used appropriately, can engage players in learning that is specifically applicable to school curriculum—and teachers can leverage the learning in these games without disrupting the worlds of either "play" or school.
A report from the Joan Ganz Cooney Center, "Game Changer: Investing in digital play to advance children's learning and health," claims that on an average day, children as young as eight spend as many hours engaged in media activity as they spend in school. Seventy-five percent of American children play computer and video games, it says.
The report, said Michael Levine, executive director of the Joan Ganz Cooney Center at Sesame Workshop, aims to help answer the question: "Can digital games, especially well-designed education games, help reshape our nation's approach to learning and growing?"
Read more...
The report, said Michael Levine, executive director of the Joan Ganz Cooney Center at Sesame Workshop, aims to help answer the question: "Can digital games, especially well-designed education games, help reshape our nation's approach to learning and growing?"
Read more...
Related links
"Moving Learning Games Forward" (PDF)
MIT's Education Arcade
"Game Changer" (PDF)
Joan Ganz Cooney Center
Brain and Cognitive Sciences at the University of Rochester
The Brain Development Lab at the University of Oregon
National Center for Technology Innovation
MIT's Education Arcade
"Game Changer" (PDF)
Joan Ganz Cooney Center
Brain and Cognitive Sciences at the University of Rochester
The Brain Development Lab at the University of Oregon
National Center for Technology Innovation
Current Site of the Week
NSF's "Science Nation" aims to bring science to the masses
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Source: eSchool News