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Matthewmcgrady

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Matthew McGrady

Gamifi-ED - home. Home. Digital Is. “Young people growing up today will surely be called upon to address thorny problems that cut across global, interconnected systems: the environment, the economy, the global infrastructure.

Digital Is

Few skills will be more important than the capacity to see, understand, and innovate systems. —Elyse Eidman-Aadahl, Executive Director, National Writing Project Digital media is central in almost every aspect of daily life, most notably in how we communicate, understand political issues, reflect (co-)produce, consume, and share knowledge. Perhaps nowhere is this digital influence contested more than in education, where questions arise about the ability of traditional systems to prepare young people for the social, economic, and political demands of a complex and connected new century.

This collection highlights and supports the book series Interconnections: Understanding Systems through Digital Design. QuestToLearn-DevelopingTheSchoolForDigitalKids.pdf. Games As Simulation. Www.instituteofplay.org/wp-content/uploads/2012/12/IOP_11_OTW_PROCESS-TEMPLATE_editable2.pdf. Www.instituteofplay.org/wp-content/uploads/2013/01/Short_Circuit_Curriculum_Guide.pdf. WISE Play - App Selection. The PLAY library contains 40 game-based learning tools, providing an overview of the genres, content areas, technology platforms, and audiences, as well as a short description for some of the best undertakings inthe game- based learning sector.

WISE Play - App Selection

The infographic (click to expand) below offers visual overview of the PLAY Library. The info-graphic is defined by regions and topographical features such as math, science, history, and creativity and activated by varying styles of game play, from sandbox or puzzle style games, to those pairing action, adventure and role-playing. Click to expand Discover the full selection divided in 5 themes: WISE 2013.