Based on Next Generation Science Standards and Common Core, PLEx Life Science contains four game-based curriculum units and two enrichment games. These games for grades 5–9 focus on subjects such as cell functions and processes; heredity and genetics; plant functions and processes; and inheritance, unity and diversity.
These free online educational games are designed to teach students in grades 1 through 10 various math skills. Manga High uses adaptive technology to give slower learners their own pathway into math, and give more confident students the opportunity to excel. Teachers can emphasize specific skills by giving students personalized to-do lists.
A K12 social-learning platform, Globaloria teaches young people how to design and code educational games. Each Globaloria course provides a 40- to 100-hour game-design curriculum using industry-standard tools, a customized learning platform, and programming and design tutorials. Online coaching by industry experts and educator professional development is also available.
Submitted by Lynn Russo Whylly on Tue, 09/17/2013 - 9:56am
The video game Minecraft is about building, exploration, creativity, and even collaboration. Around the world, Minecraft is being used to educate children on everything from science to city planning to speaking a new language. Should U.S. schools be paying closer attention?
Submitted by Lynn Russo Whylly on Mon, 09/16/2013 - 4:41pm
Designers are creating elaborate graphics and engrossing plots to engage students in lessons. This evolution, designers say, is key to engaging students in the learning embedded in this new wave of games that educators are using in and outside class to augment curriculum.
Submitted by Lynn Russo Whylly on Mon, 06/17/2013 - 11:47am
With rapid, relentless and continuous advancement in technology, the requirements of students and teachers are also undergoing a tremendous change. The report "Education Technology and Smart Classroom Market: Worldwide Market Forecasts and Analysis (2013-2018)," defines and segments the global ed tech market.
Submitted by Lynn Russo Whylly on Tue, 03/26/2013 - 3:47pm
In the eighth grade, Arlan Jaska figured out how to write a simple script that could switch his keyboard’s Caps Lock key on and off 6,000 times a minute. When friends weren’t looking, he slipped his program onto their computers. It was all fun and games until the program spread to his middle school.
Submitted by Judy Hartnett on Sun, 01/29/2012 - 5:59pm
Paul Howard-Jones thinks he knows the answer to a question that has long puzzled both parents and professors: Why is it that the same teenagers who turn sullen and despondent when faced with a half hour of learning French verbs or organic compounds are happy to spend hours mastering the computer game Minecraft’s physics engine or the counterfactual history in Call of Duty?