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10 Of The Best Educational Online Games

10 Of The Best Educational Online Games
Danger Zone Students are faced with serious global issues to tackle in this fantastic character-based game. They have to use different skills to solve a challenge like combating a deadly airborne illness using test-samples, note-taking and learning along the way! The Blood Typing Game This brilliant, prize-winning game from the Nobel Prize website lets students get up-close and personal with medical and biological processes, learning about patients, treatment and blood-types. Two settings enable students to choose between quick play or a longer mission-based game. Kodu A fantastic innovation from Microsoft, Kodu introduces students to a new visual programming language made specifically for creating games. Climate Challenge A great game from the BBC, this puts students into the shoes of the president of the ‘European Nations’, tackling climate change through a challenging combination of policy choices and diplomatic persuasion! SimCEO Play My Code Wasteland Adventure Electrocity Virtual Surgery

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Forensic Firsts Forensic Clues Mouseover clues on the crimes scene to uncover special bonus content. Watch Video Unit 5- Gone Gaming - Ms. Zimmer- Technology at ASM What is Gamestar Mechanic? Gamestar Mechanic is a game and online community that teaches kids how to design their own games. Designing games builds: Systems Thinking21st Century SkillsCreative Problem SolvingArt and AestheticsWriting and StorytellingCreates motivation for STEM (Science, Technology, Engineering, and Math) learning Over the next several weeks, we will play through Gamestar Mechanic, learn some of the basic principles of game design and ultimately create our own games.

INFOGRAPHIC: Gaming in the Classroom: Why Bring Electronic Games into the Classroom? Gaming, wikis, blogs, social media, interactive polls and QR codes: just some of the technologies that teachers are bringing into the classroom. The dizzying pace of tech evolutions offers some challenges as teachers and administrators race to keep up with the latest tools. The research discussed here shows the payoff for schools that become "friends" with educational gaming. Experiments show how technology supports learning, with the potential to increase student engagement and motivation, even for students enrolled in college online. Games target all kinds of subjects and age groups, with different types of gaming from strategy to simulations to hard-core curriculum topics.

Games, Gamification, and the Quest for Learner Engagement Game-based learning can turn disconnected, bored learners into engaged participants. Juan sits in front of his laptop while slowly, painfully progressing through a customer service e-learning course. He is bored and disinterested. Juan wants desperately to click the "next" button in quick succession and rush through to the end. Then he can take the simplistic 10-question multiple-choice test, pass the course, and get back to work. A Gamified Web 2.0 Tool To Make Students Into DIY Makers Are you looking for an innovative way to encourage creative thinking, innovative ideas, and gamification in the classroom? Well then there’s a kid-friendly and parent-approved site called DIY.org that you should know about. What Is DIY.org? The DIY online club awards badges (called ‘Skills’ on the site) to students and kids of all ages in exchange for completing tasks. DIY Makers share their work with the community and get patches for the Skills they earn. Each Skill consists of a set of Challenges that help them learn techniques to get the hang of it.

Digital Passport For Children Encourages Responsible Online Behavior Today's kids have been dubbed the information generation, brought up with technology and the Internet. They're very often the ones some grown-ups call on when they're stuck with tech related questions, and do so on a regular basis. Just as children need to learn table manners, good behavior and how to cross the street safely, they also need to learn how to safely and responsibly use the technological resources available to them. Common Sense Media is working towards that end.

All the World's a Game - Getting Smart by Adam Renfro - gaming, gaming vs. reality, leaderboards, leveling up, rewards, time on task If Shakespeare were alive today (read: gamer), his famous line in “As You Like It” would read like this: All the world’s a game. All the men and women are merely gamers. MinecraftEdu Teaches Students Through Virtual World-Building A New York City school teacher has crafted a version of Minecraft for schools called MinecraftEdu. Given the sandbox indie game’s simple premise — a pixelated world of blocks that users manipulate with tools — plus the ability to add customizable maps, educators can drop students into a world of ancient cultures, Chemistry, English, and more. MinecraftEdu creator Joel Levin, who teaches second-grade computer classes at Columbia Grammar and Preparatory School in New York City and runs a Minecraft club for high schoolers, has been incorporating Minecraft into his classes for the past two years.

4 Reasons Why Gaming Must Be Used in Education Did you know that over 28 million of us play Farmville every day, and there are over 5 million people who play World of Warcraft for 40 hours a week? More to the point, does that even surprise you? If no, there’s a good reason why. ClassBadges Is A Free Way To Gamify Your Classroom Looking to find a new, simple, and free way to gamify your classroom? There a new web tool out that you should probably know about. It’s called ClassBadges and it’s a free online tool where teachers can award badges for student accomplishments. Teachers can set up an account and award the badges whenever they wish. 15 Games That Will Make You Think Differently About Games Using games for purposes other than entertainment is nothing new. There are war games, educational games, throne games. But a new class of games has sprung up in recent years, designed to create awareness and raise support for a variety of global issues. Such serious games seek to harness the power of competition and/or novelty to attract players and get the word out for a good cause.

Girls and Games: What’s the Attraction? Games are increasingly recognized by educators as a way to get kids excited about learning. While the stereotype of a “gamer” may evoke the image of a high school boy holed up in a dark room playing on a console, in reality 62 percent of gamers play with other people either in person or online, and 47 percent of all gamers are girls. Game developers and academics who have been studying the elements that go into making games more attractive to girls found that those very same qualities are also important components of learning. For instance, girls are more drawn to games that require problem solving in context, that are collaborative (played through social media) and that produce what’s perceived to be a social good. They also like games that simulate the real word and are particularly drawn to “transmedia” content that draws on characters from books, movies, or toys.

Play and Learn Weekly – Jan. 20th, 2013 What’s happening in the convergence of play and learn? News GlassLab Partners With EA to Build SimCityEDU Today, during a panel discussion on the future of connected learning at the U.S. Conference of Mayors in Washington, D.C., GlassLab and Electronic Arts announced that they are developing a new online platform for educators based on the popular series of games.The platform, called SimCityEDU, will serve as an online community to create and share learning tools that support use of the game in the classroom.

The Lance : Minecraft’s Learning Tools If you enjoy playing video games on the computer, you might have heard of Minecraft. Minecraft is a “sandbox” game that allows you to build things with textured cubes in a 3D world. This game is currently available for different consoles. At first, it was only available as a PC, or computer game.

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