Reimagine Learning

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

on Feb 17, 2015 7:07:00 AM By | Annie | 0 Comments | Blog learning Education Gee preparation webinar Game-based learning
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.
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12 years later: A James Paul Gee Retrospective (Part 1)

on Feb 11, 2015 4:00:00 AM By | Annie | 0 Comments | Blog Gee edWeb Jim Gee Serious Games webinar Game-based learning
In 2003, a now-famous book, What Video Games Have to Teach Us About Learning and Literacy was first published by a linguistics researcher named James Paul Gee. In this book, Gee argued that good video games utilize good principles of learning - principles that can and should be applied in other learning settings such as school. In identifying these principles, Gee began to link game-based learning with content learning in schools. At the time, this was a pretty interesting and slightly absurd idea. Although the notion of game-based learning was not new, it was unusual to look to video games as models for excellence in teaching. Most classrooms had not yet embraced game-based learning, and in fact many schools took great pains to ensure that children could not play games, digital and otherwise, during the school day.
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Educational Gaming: Ready for Prime Time

on Mar 19, 2013 7:31:38 AM By | admin | 0 Comments | Blog EdNET webinar Educational Gaming
Join us today, Tuesday March 19th at 1:00 pm EDT for a panel discussion on educational gaming sponsored by EdNET.
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Upcoming Webinar: Game Changer, Transforming Middle School Science

on Feb 11, 2013 7:48:00 AM By | admin | 0 Comments | Blog Martha Madison: Marvelous Machines webinar
Second Avenue Learning, recognized leader in educational games, is developing a collaborative multiplayer game to teach middle school physical science, Martha Madison's Marvelous Machines. We are working in collaboration with our friends at BrainPOP to bring you a sneak peek at the ground-breaking game that encourages collaboration while engaging students through exploration, scaffolding and rewards for solving missions. Middle school teachers are invited to help shape the final design before it hits the classroom. Join us for this rare opportunity! Tuesday, February 12th at 4:30 pm ET. Click here to register, it's free!
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Webinar Archive: Educational Games for Girls, Collaboration and Context

on Jan 30, 2013 1:01:34 PM By | admin | 0 Comments | girls and gaming Press Releases edWeb webinar
FOR IMMEDIATE RELEASE
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EdWeb Webinar: Educational Games for Girls – Collaboration and Context

Be sure to join us today, Thursday January 10th at 4 pm EST for a compelling webinar featuring Second Avenue Learning CEO Victoria Van Voorhis and Jayne Lammers, Assistant Professor at the University of Rochester's Warner School of Education. Together, Victoria and Jayne will discuss educational games for girls.
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