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Video Games and Literacy

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Video Games Transforming Education: Infographic. How Internet is Revolutionizing and Shaping the 21st century education. RPTools - Home. How Technology Wires the Learning Brain. Kids between the ages of 8 and 18 spend 11.5 hours a day using technology — whether that’s computers, television, mobile phones, or video games – and usually more than one at a time.

How Technology Wires the Learning Brain

That’s a big chunk of their 15 or 16 waking hours. But does that spell doom for the next generation? Not necessarily, according to Dr. Gary Small, a neuroscientist and professor at UCLA, who spoke at the Learning & the Brain Conference last week. “Young people are born into technology, and they’re used to using it 24/7,” Small said. Game Theory. How Much Data Will Humans Create & Store This Year? [INFOGRAPHIC] - Persistent Pondering. Games: Serious and Social. Demolition City. Teaching Tenacity & Metacognition through Games : Professional Learning Board. Games and objects ground instruction, and provide the basis for experience and mental representation — comprehension.

Teaching Tenacity & Metacognition through Games : Professional Learning Board

When we have this, we can spend less time decoding and more time discussing printed text. So by writing about accessible narratives such as games, we were more successful when reading related printed text. We had learned process, concepts, and deconstructing problems. This led to huge changes in student academic performance and confidence.