Reimagine Learning

Flipping Bloom’s

Ben Paris

by Ben Paris on Feb 1, 2018 4:48:00 PM

In Edtech Is Trapped in Ben Bloom’s Basement,1 Jared Silver identifies a paradox in learning technology: technically, our gadgets and software are more sophisticated than ever, but the learning goals that this technology serves tend to be stuck in the basics. Educational technology should be helping us analyze the world around us, evaluate claims, and create new possibilities, but too much of what we do is focused on memorization, paraphrasing, and simply following instructions.

Topics: Bloom's Taxonomy, Gaming Bloom's, Ed tech, learning, Learning Design

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Top 5 Reasons Why Videogames Are Actually Good for Kids

Jackson Wheeler

by Jackson Wheeler on Aug 17, 2016 11:00:00 AM

Hi, I’m Jackson.

As someone who boasts an extensive resume of boss-beatings, puzzle solvings, and steely resolve in the face of the princess continually being in another castle, interning at a company that makes educational videogames has been pretty sweet. There are some who might disagree with the compatibility of education and gaming, but to me, they’ve always been necessarily intertwined.
 Here are five of my own reasons why I believe videogames are not just a worthwhile investment for entertainment’s-sake but also for their educational value.

Topics: Games, learning, Education

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4 Things Necessary for Motivation in Education

Victoria Van Voorhis & Anne Snyder, Ph.D.

by Victoria Van Voorhis & Anne Snyder, Ph.D. on Oct 16, 2015 12:48:00 PM

Just because you’re motivated to do something doesn’t mean you have to like it.

This was one of many gems that Dr. Bror Saxberg offered his audience in yesterday’s CIRCL webinar, and it has important implications for any of us who care about education. Drawing upon decades of empirical research in cognitive science and psychology, Dr. Saxberg, currently the Chief Learning Officer at Kaplan, Inc., reminded us that in order to feel motivated, we need to have four things in place.

Topics: learning

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Games and Active Learning (J. Gee Retrospective Part 3)

Annie

by Annie on Feb 17, 2015 7:07:00 AM

Welcome to Part 3 of our James Paul Gee retrospective, where we reflect on quotes from Gee's book, What Video Games Have to Teach Us about Learning and Literacy, first published in 2003.

We are proud to be sponsoring edWeb's 50th webinar, featuring Professor Gee, who will be discussing game-based learning. To learn more and register, visit: http://www.instantpresenter.com/AccountManager/RegEv.aspx?PIID=ED56DF82884D


 

Celebration screen from Martha Madison: Forces

“Video games have the potential to lead to active and critical learning.” – p. 46

The idea of "hands-on" or "active" learning may sound like just another educational buzzword or fad - a new approach that's different or flashier or newer than traditional methods such as lecture or textbook assignments.

In truth, active learning is an ancient method of teaching, one that we often engage in without even knowing it. Paul Corrigan argues in this clever post that in reality, "active" learning as an approach is as old as the act of human learning itself. Humans have always learned very well by engaging in tasks and reflecting on their actions; this has been shown time and again across countless domains.

Topics: Blog, learning, Education, Gee, preparation, webinar, Game-based learning

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