Stretch student collaboration skills with Breakout EDU

There is a new platform for immersive learning games that’s taking classrooms across the world by storm. Based on the same principles as interactive Escape The Room digital games — which challenge players to use their surroundings to escape a prison-like scenario — Breakout EDU is a collaborative learning experience that enhances critical thinking and creativity while fostering a growth mindset in students.

There are two types of games available for teachers to run in their classrooms: the physical games (which are the main games) use the Breakout EDU box (or any box with a hasp that can be locked) with a set of locks, and the digital games which only need internet-connected devices.

Gameplay revolves around a Breakout EDU box that has been locked with multiple and different locks including directional locks, word locks, and number locks. After listening to a game scenario read by the teacher, students must work together to find and use clues to solve puzzles that reveal the various lock combinations before time expires (usually 45 minutes). Teachers can either purchase the Breakout EDU kit, which includes a plastic or wooden box and a set of locks, or the individual pieces of the kit can be ordered from Amazon directly. Either way, it takes about $100 to get started with the physical games; the digital games are free.…Read More

5 ways to gamify writing in the classroom

Believe it or not, writing is a natural fit for gamification techniques

You’ve surely noticed how your class gets engaged as soon as you introduce a game into the teaching process. The students get competitive, but that’s a healthy competition you want to nurture.

Have you ever thought about teaching writing through games? It’s a great strategy that helps students overcome the lack of motivation they have regarding writing assignments. Robert Monroe, a writer for EduGeeksClub and a father of a 10-year-old, explains how he made writing attractive for his son: “I realized he was bored whenever he had to write something for school. I know how fun writing can be, so I found a way to turn it into a game. I set up a private online diary and gave him brief prompts every day. He received points for each ‘level’ he passed and a prize for every big achievement. I noticed great improvements in his grammar and style in a really short period of time.”

Needless to say, you’ll need an effective strategy that will help you introduce writing games in the classroom. Read on; we have the tips you need.…Read More

Optoma launches 4 new laser projectors

4 new projectors, plus immersive digital dome environment

Optoma is showcasing new and top-selling ProAV projection products in a variety of creative applications at InfoComm 2016. From dome and arch displays to interactivity and edge blending, the company is focused on providing innovative solutions with maximum flexibility for the ProAV market.

In partnership with OmniSpace, a provider of immersive digital dome environments, Optoma is showcasing a 16-foot, 360-degree video dome, powered by four Optoma EH503 1080p projectors using a 0.8:1 short throw lens with full lens shift.  This unique and scalable visual experience is suited for a variety of small and large venue applications including theaters, experiential advertising, corporate events, gaming, concerts, simulation, education, planetariums, virtual reality and more.

In addition, the company is featuring four new solid state illumination (SSI) laser phosphor projectors ranging from 2,000 to 6,000 lumens, and providing ultra-reliable, image-rich solutions for everything from digital signage to a variety of small and medium-sized venues:…Read More

Survey: Teachers now use twice as much gaming and video in the classroom

Annual survey reveals digital resources such as game-based environments and online videos have experienced increased use in classrooms

Teachers’ use of game-based environments and online apps has doubled in the last six years, according to the annual Speak Up survey released on May 5.

The national report, From Print to Pixel: The role of videos, games, animations and simulations within K-12 education, reveals that in 2010, only 23 percent of surveyed teachers said they used games, compared to 48 percent of those surveyed in 2015. In 2010, 47 percent of teachers said they used online videos, and that jumped to 68 percent of teachers in 2015.

“Many more schools are demonstrating greater use of digital content, tools and resources today than six years ago and we believe that the increasing adoption of interactive, visual media in the classroom by teachers is the driver for much of that change,” said Julie Evans, CEO of Project Tomorrow, in a press release. “The explosion in teacher interest and usage of videos and game-based learning could be a harbinger of a new awakening for digital learning.”…Read More

When will assessments finally test deeper learning?

Technology means assessments can focus on more than just multiple-choice. Can testing keep up?

 

When we imagine the future of assessment it’s easy to envision all sorts of impressive ways to help gauge what students know and what they can do. Gaming and simulations, especially, create all kinds of possibilities.

But the major focus of assessment technology in recent years, of course, has been on efficiency of test delivery and administration—with little true innovation making it to students’ test booklets or computer screens.…Read More

New professional development focuses on engagement through gaming

New online professional development course focuses on increasing student achievement through engagement with game-based learning

The ever-increasing omnipresence of digital media in student’s lives can be challenging for teachers as they compete for kid’s attention in and out of the classroom. With this in mind, Teach n’ Kids Learn (TKL) and DimensionU have teamed up to create a robust Online Professional Development course that supports teachers’ instruction in mathematics and language arts through gamification, quickly and easily.

Included for K-12 educators who enroll in the course by February 15, 2016, is a free DimensionU Class License (for up to 30 students), through the remainder of this school year.

The online professional development course focuses on helping teachers incorporate educational video games and applying game-based learning techniques in the classroom. The DimensionU portfolio of educational games creates high student engagement and offers a solid foundation with demonstrated improvement in students’ achievement results. In regards to the online course, TKL’s instructional methodology, guarantees teachers immediate implementation in the classroom, individualized support and well structured, easy-to-use examples for applying the newly acquired techniques.…Read More

Full Sail launches new camps for coding, robotics, gaming, and more

Full Sail Labs, an educational experience designed for students from 1st to 12th grades with a focus on technology, science, art and media

full-sail-labsFull Sail University on Dec. 11 unveiled Full Sail Labs, a series of week-long summer camp for students from 1st to 12th grades. Students can take one of 11 camp sessions focusing on topics such as gaming, robotics, or animation at its campus near Orlando.

Developed by Full Sail University with the goal of creating an engaging and open learning environment that allows children and teens to explore creativity through storytelling, art, and technology, Full Sail Labs provides young creative talent with the knowledge to become digital content creators.

Through this experience, young students have the opportunity to explore the techniques used for filmmaking, coding, animation, gaming, robotics, and much more in a fun and collaborative environment.…Read More

3 ways teachers can make learning more interactive

From gamification to crowdsourcing, improve learning with these interactive elements

interactive-classroomToday’s students are a uniquely interactive group. Most of the 80 million Americans who are part of the millennial generation—a group that comprises the lion’s share of today’s student population—can’t remember a time when they didn’t have instant access to the internet.  Most of them grew up playing video games, and ever since they can remember, they’ve been in constant contact with friends via social media platforms and text messages. A growing number of today’s instructors also fall into this group.

Educators who want to reach students who favor interactive communication know that integrating digital tools into their lesson plans can be an effective strategy, and many have incorporated technology tools into the classroom in one way or another. But to make a real difference, educators have to integrate technology in a meaningful way. It’s not sufficient to just use social media platforms as an alternate communication venue or post schedules on a class Facebook page.

So how can educators use technology in a more meaningful way? Here are three methods educators are successfully using to connect with a new generation of students in the classroom.…Read More

My top 6 gaming resources for STEM teaching

One teacher shares her favorite games for chemistry, biology, and more, plus resources to help teachers

stem-gamingMotivating students and keeping students actively engaged in lessons is becoming frequently more challenging for even the most creative teachers. At times it can seem we’re competing with smartphones and video games for students’ undivided attention. Perhaps the best strategy is to embrace the technology and harness it for learning.

Using games to teach, and adding gamification principles to the classroom, can make learning meaningful, engaging, and fun for even the most reluctant learners. I use games in my classroom in a few ways. I use them to actively teach content, to make lessons more engaging, and as project-based learning platforms for immersive learning. Some of the games are digital, and others are played as board games, or in a variety of other formats.

My favorite lesson planning resources are provided by The Institute of Play and 3D Game Labs.…Read More

8 examples of how gaming is changing education

Here’s how to use gaming to change teaching and learning

gaming-listOnce accompanied by a stigma, educational gaming has gained even more momentum over the past year.

Across the nation, teachers are recognizing that engaging and immersive educational games can motivate students to learn and excel–without students even realizing it.

Game developers are still challenged to develop entertaining games that deliver research-based, pedagogically-sound experiences for students–but when those games do succeed, administrators and teachers are able to use the real-time data being collected in the background to inform instruction.…Read More