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Working in a blended classroom

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Video on how video games can inspire students to be creative, make decisions, deal with some real world issues, work collaboratively, etc. It opened my eyes to the benefits of gaming and how I integrate those highlights in class

http://www.scholastic.com/createvideogames/video2.htm

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loving this quote

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something to think about

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Ideas on how to use Minecraft in your classroom and how it can benefit your students

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Edutopia is a free source of information, inspiration, and practical strategies for learning and teaching in preK-12 education. We are published by the George Lucas Educational Foundation, a nonprofit, nonpartisan organization.

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Printable's of educational activities incorporating Minecraft characters

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Very interesting statistics about gaming and colleges

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An interesting article about teaching STEM using video games

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Examples of how to integrate video games in your classroom

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Exactly How To Teach With Video Games In The Classroom

by TeachThought Staff

The idea of teaching with video games is an exciting concept leading to a challenging practice.

Right off the bat, the topic is a bit polarizing, the whimsical connotation of 'games' juxtaposing harshly with the rigorous tones of classical academia. But past that, there is the larger issue of practical integration. Even if you're soundly convinced about their merit and place in learning, how can you consistently integrate them in the classroom?

As much as any other theme, the 21st-century classroom is about diversity-infinite possible pathways between content and students, resulting in self-directed learning as much as data-driven 'teaching.' Video games can be a significant part of that.

But you've probably heard the rhetoric before. You want to know how exactly.
Technology in the Classroom
Integrating technology in the classroom is a multi-faceted affair that can seem overwhelming. There is the matter of curriculum-what is being learned, and how does that align with necessary learning experiences?

There is the matter of instruction-what is the teacher's role? What should be guided and what should be self-directed by the learner?

And assessment? How do we measure what has been learned in the increasingly sandbox approach of video games?

There are also more minor but equally important issues of Wi-Fi access, extension cords, high-definition cables, mature and often violent content, parental concerns, and even the significant cost that comes with higher-end, popular games that may resonate strongly with students-especially struggling male students.

These kinds of issues have kept video games out of formal learning environments for years, but with the increasing convergence between media forms, and the improved gaming ability of everyday mobile devices, it will only be a matter of time before they're a part of every classroom.
Exactly How To Teach With Video Games In The Classroom: 10 Specific And Practical Ways
Play them on mobile devices, such as the iPad, Android smartphones, iPhones, or other mobile devices. Who decides what to play, you or the students? Why not both? Why does that part matter?

You can also play them on consoles from the Sony PlayStation 3 to the Microsoft Xbox 360-many projectors and screens accept high-definition cable hook-ups, and the Xbox 360 can be had for as little as $99 brand new. PC gaming is also a possibility-browser-based games played right in your Google Chrome browser (e.g., Age of Empires Online), or played through Valve's Steam service. Unlike years past, PC gaming has never been more streamlined or affordable.
2. Have students play them at home
If playing them in the classroom doesn't make sense for you in your setting, students can also play them at home.

Through project-based learning, screen capturing software, or well-thought-out writing and multimedia assignments, students don't have to access the games in the classroom to access game-based learning. Equity concerns remain, but they're no reason to abandon the idea altogether. This is 2013. Figure it out-or better yet, empower students to figure it out.

Not every student has to have access to the game. In fact, there are excellent walk-throughs and play-throughs viewable on YouTube that have been recorded by players as they play the game, often hours long. Simple, done, and ready to be displayed on your projector screen tomorrow.

Model tactics in strategy games, think-aloud approaches towards resource management, or pause and think through the problem-solving of key scenarios.

The video game industry is a powerful one that has surpassed the film industry in total sales. This has spawned a digital media cottage industry of folks who create high-quality content that reviews games, their developers, their development, their trends, and so on.

This media, in the form of video reviews, text-based reviews, feature articles, tweets, their related art, fan fiction, cosplay, and so on, all can be used to analyze not only the games, but their creators, competition, and target audiences. Critical thinking through comparing, contrasting, analyzing, evaluating, deconstructing, reconstructing-this is the marrow of learning, yes? (See our post, 6 Video Games You Can Teach With Tomorrow.)

How we communicate and express ideas is limited by local prevailing technology. Right now, video games sit near the periphery of this practice, but soon they will be closer to the middle, and something else will replace them as 'edgy.'

Like any good RAFT assignment (Role, Audience, Format, Topic), video games can be re-imagined in different forms-the video game Bastion as a novel, the narrative of Portal 2 as a film. They also can be re-imagined taking on new roles (didactic versus playful), for new audiences, covering new topics.

Re-imagining a video game requires sustained critical thinking skills, analyzing its design, understanding its key characteristics, and evaluating the ultimate impact of those changes, similar to the branding changes when Macintosh morphed into Apple.

Designing anything creates a considerable cognitive demand on the designer. But video games especially require macro-level perspective and micro-level attention to detail-and that's just the planning stage.

Pushed further, an entire unit could be spent researching markets and demographics, analyzing the current demand for certain genres, evaluating existing trends in gaming, pitching an idea for a game, collaborating on its creation (real or imagined), planning its marketing, and so on.

Whether a cross-content unit involving math, science, social studies and English Language Arts, or a new kind of "class" altogether, there are countless options here.

Actually designing a game, whether crudely with Minecraft or something more in-depth, actually creating a video game is actually attainable for students as young as elementary-aged. Easier said than done, yes-but more possible than ever.
8. Mash them with other media
Mashing is the processing of combining two distinct and separate 'things' (usually a medium of some sort)-a song with a movie, a video game, and a book, two songs (melody from one, words from another, etc.) This is a kind of remnant from our 'remix' culture-so apply it to video games. Mashing requires would-be mashers to understand what makes a medium unique, whether in form, content, theme, tone, use of literary devices, etc.

This process can also be extremely learner-centered, allowing them the opportunity to find the media, decide how to mash them, whether in form, content, theme, tone, use of literary devices, etc.
9. Watch trailers, developer diaries, gameplay samples, and walkthroughs
This process can also be extremely learner-centered, allowing them the opportunity to find the media, decide how to mash them, decide why to mash them and analyze the impact of said mashing. They can then share their work with their peers, often to great amusement and engagement.
10. Confront pressing social issues
Can't actually play the games themselves? As we mentioned in #3 and #4, YouTube, blogs, and social media are chock-full of video game-related content that allows teachers to integrate them into lessons and units. And when students complain that they want to be able to play them-to share them and create them-challenge them with the issue of logistics.

They might surprise you with their problem-solving skills after all.

Video games are increasingly being used to confront social and cultural issues that are otherwise problematic to address with a raging troll-fest. Terrorism, racism, poverty, games about child abuse, and other sensitive themes are consistently covered in games in a way many students can relate to.

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Exactly How To Teach With Video Games In The Classroom

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Exactly How To Teach With Video Games In The Classroom by TeachThought Staff The idea of teaching with video games is an exciting concept leading to a challenging practice. Right off the bat, the topic is a bit polarizing, the whimsical connotation of 'games' juxtaposing harshly with the rigorous tones of classical academia.

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A cool visual on how to stay in control using a video game controller. Might make a good connection for those kids who love video games

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Coding is really taking off. A teacher in my building implemented this in her classroom a couple of years ago and it was amazing to see kindergarteners coding!

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There's a lot of talk about what languages we will need to know ten, twenty, even fifty years from now. I know that my daughter, she definitely will be better off if she can speak computer. Coding that is. Here are a bunch of ways to help your kids speak the language of the future. Apps, games, screen-free options and more!

Coding Resources for Kids

I love how many coding resources are out there these days! My blogger friends have gone through and reviewed some for you as well as outlined a few ways to help your kids enjoy coding and be successful.

Also, be sure to check out the Hour of Code. It's a worldwide initiative to get more kids coding and interested in computer science. On code.org, they have easy, one hour activities, perfect for getting kids programming.

Screen-Free Coding for Kids

Limiting screen time for the kids? Don't have enough computers for the whole class? Don't worry! There are a lot of fun ways to learn the principles of coding without using a computer.

28 Days of Hands-On STEM Activities for Kids

These Coding for Kids activities are part of an amazing series of hands-on STEM activities for kids. I've joined up with 28 other bloggers and we're creating 60+ fun science, technology, engineering & math activities. Each week is a different topic: STEM Goes Green, STEM Challenges, Coding for Kids & STEM On the Cheap. Click here for the full list of activities or check out our first two week's topics: STEM Goes Green and STEM Challenges.

Science, Tech, Engineering, Art, and Math Fun for Kids

Looking for some more STEAM inspiration that use can use right now? Instant gratification style? Check out STEAM Kids: 50+ Hands-on Science, Technology, Engineering, Art, & Math Hands-On Projects for Kids ebook! It's packed full of a year's worth fun learning activities that will wow the boredom right out of your kids.

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There's a lot of talk about what languages we will need to know ten, twenty, even fifty years from now. I know that my daughter, she definitely will be better off if she can speak computer. Coding that is. Here are a bunch of ways to help your kids speak the language of the future.

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We use an educational app called eSpark grades K-2. It takes student MAP Reading data and creates quests for them to conquer. The kids love it!

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This eSpark Learning video plays at the beginning of each quest for third through fifth grade students and introduces them to the eSpark Learning program. This video only kicks off the learning adventure that is eSpark's iPad-specific personalized learning system!

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A list of the best educational apps for kids. There are a mix of different skills used in these apps

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Your child's education doesn't have to stop after school. These games made for your iPhone, iPad, and Android will keep your youngster's mind active outside the classroom.

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Pros of gaming

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My students love ABCya.com. There are a variety of different educational games for them to choose from.

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ABCya! * Kindergarten Learning Games, Ages 5 - 6

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Kids LOVE our free online games! Race cars, meet cuddly penguins, and explore while practicing counting, sight words, and more kindergarten skills. Play now!

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A study on games and kindergarten readiness

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CLOSE

Karen McLean didn't want her twins to fall behind in kindergarten.

"Kindergarten is not like it used to be," said McLean, who is a literacy coach for New Albany-Floyd County Schools. "It's not playtime anymore. It's academic learning."

That's why McLean enrolled Andrew and Marcus in Upstart, an online preschool program billed as a way to prepare children for kindergarten "in just 15 minutes a day, five days a week."

Andrew and Marcus were two of roughly a hundred Floyd County 4-year-olds to participate in a pilot program that brought the software to the Hoosier state, where lawmakers hoped it would be a game-changer for the state's roughly 27,000 low-income children without access to quality preschool.

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Data shows preschool-aged students in the program made significant gains across almost every measured skill set - from letter recognition to listening comprehension - while using Upstart.

The program has the potential to increase access to preschool learning even outside Indiana, proponents say. But some early childhood education advocates remain skeptical that it will adequately prepare kids for the classroom.

"There's such a pressure today on kids and parents to make them academically fit, where in fact, the developmental process is getting to know their world through their senses," said Sandra Loughran, who teaches early childhood development at Indiana University Southeast. "... They're not going to get that over the internet."

But educators agree that there is a grave need for kids to start learning before kindergarten begins. Across the nation, less than half of 3- and 4-year-olds are enrolled in a high quality pre-kindergarten program, according to the most recent Kids Count figures. In both Kentucky and Indiana, 60 percent of 3- and 4-year-olds are not enrolled in high quality pre-kindergarten, according to those numbers.

Upstart could become more widely available in Indiana in the next couple of years, though there aren't currently plans to bring the program to Kentucky.

A 'great option'

Buy Photo

Marcus McLean, 5, works on a web-based instructional program at his home in New Albany as his brother, Andrew, and mom, Karen, watch. Floyd County schools were the first in Indiana to pilot an online preschool program called UPSTART last year. July 21, 2017 (Photo: By Michael Clevenger, C-J)

For nearly a year, McLean logged onto Upstart with her twins at least five times a week, for roughly 20 minutes a day, to play educational games or complete activities aimed at teaching early literacy skills.

"Most days, they liked it," McLean said. "They did not cry or carry on. They really liked some of the songs, and when it got into the books, they liked hearing a story and being able to read along with a story."

On a recent weekday, Marcus sat at a laptop in his kitchen, as Upstart led him in a game where a narrator would say a word and ask him to identify that word from a group of words. That was followed by a silly song designed to teach him about words that end in "y" and a read-along of the book "Let's get Hats," which allowed him to click on words he didn't know.

Why are teens going to school so early? Research shows educators may need a wake-up call

When the twins started the Upstart program in August 2016, then-4-year-olds Andrew and Marcus were able to identify the letters in their names. Now, McLean said, they know all the upper- and lower-case letters of the alphabet and can identify simple words like "the," "can" and "is."

Some of those gains can be attributed to the traditional preschool the boys attended, but McLean said the online program provided them with "a different mode of learning" and taught them basic computer skills.

"Kindergarten is not like it used to be. It's not playtime anymore. It's academic learning."
Karen McLean, NAFC literacy coach
Ideally, parents will use Upstart like the McLeans did - as a supplement, and not a substitute for traditional preschool, said Tony Duffy, who oversees elementary education for New Albany-Floyd County Schools. But there are many families for whom "this is a great option," he said, particularly those who make too much money to qualify for public preschool but not enough to afford private preschool tuition.

It wasn't just Andrew and Marcus who made gains throughout the year. Pre- and post-test data show that at the end of the year-long pilot, kids were on average performing at the same level academically as intermediate kindergartners. In three measured skill sets related to early reading, children were on average performing at the same level as beginning first-graders.

Claudia Miner, executive director of Upstart, said the goal of the program, which is free for parents, is to get young students to a point where they're ready on the first day of kindergarten to start learning.

"If we can just get them to a level where the teacher can teach, we know that when kids get to kindergarten ... they are successful," she said.

Not a substitute

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Karen McLean coaches her son, Marcus, 5, as he works on a web-based instructional program at his home in New Albany as his brother, Andrew, watches. Floyd County schools were the first in Indiana to pilot an online preschool program called UPSTART last year. July 21, 2017 (Photo: By Michael Clevenger, C-J)

While online learning could be a good tool for your children, it's not a replacement for formal pre-kindergarten education, cautioned Ted Maple, president and CEO of Early Learning Indiana.

"Nothing is better for kids than high quality preschool and engaged parents," he said. "The experiences that can be provided by teachers who are highly qualified and skilled can have really lasting impacts - not on children's academic skills but social skills."

Miner agrees.

"We are not here to replace anything," she said. "We are here about access."

Upstart was created by the Waterford Institute, a Utah-based education technology research organization. In 2009, Waterford partnered with the Utah State Office of Education to bring Upstart to families in some of the state's most rural counties, where the availability of site-based preschools or transportation for students is an issue.

Utah state education officials have tracked the program every year since then, and data has shown payoffs for tens of thousands of pre-kindergarten students. A study showed those gains followed students through early elementary school and into fourth grade.

Loughran, the early childhood education instructor, said she had "strong feelings" about the program because preschool should be about socialization, something an online tool can't provide, and she worries the emphasis on academics is "too much too soon."

More: 6 ways to save on uniforms as kids head back to school

Miner said Upstart tries to provide social-emotional learning - helping kids learn skills like managing emotions and establishing positive relationships - by partnering with parents.

Upstart can monitor student usage and contact parents if there seems to be an issue. It's never punitive, Miner said, but it's part of Upstart's goal to help parents overcome barriers to their child's early learning. If a family doesn't have access to a computer or the internet, Upstart can provide it. Similarly, Upstart provides parents with information about offline learning things like ideas for art projects to do together or information about the importance of play in a child's development.

"These are simple things that we think parents do most of the time, but they don't necessarily know how important what they're doing is," Miner said.

"We are not here to replace anything. We are here about access."
Claudia Miner, Upstart director
Loughran said the support offered sounds like "a wonderful piece of parenting education," but said the program still seems "second best to a socialization situation where (preschool-aged children) are consistently with other kids."

Georgetown mom Dana Lee, a programmer and analyst, said Upstart staff members called roughly once a quarter to check in on how her 5-year-old son Camden was doing with the program. Knowing there was another person involved in Camden's learning helped her feel at ease, she said.

Though the 15-minute-a-day, five-day-a-week commitment was harder than she initially thought, she said the investment was worth it. Though Camden was enrolled in traditional preschool, she said she didn't feel like he was quite ready for kindergarten. Upstart helped boost his confidence. He even started reading.

Plus, Camden enjoyed the program and was excited to see and share his daily progress, which Lee said was rewarding for her to witness as a parent. Oftentimes, Camden would work beyond the 15-minute requirement.

"He would just keep going and going," she said. "We'd finally be like, 'OK, dinner's ready, so we need to put this up.'"
Reporter Kirsten Clark can be reached at 502-582-4144 or kclark2@courier-journal.com.
Is your kid kindergarten-ready?

Online preschool learning program Upstart could become more available to Hoosier families in the near future, though it's not yet available in Kentucky. Here are some things you can do right now - offline - to help your child prepare for kindergarten. Find more ideas at waterfordupstart.org.

Encourage interaction with other kids. Playdates with friends, time with siblings and church gatherings teach kids how to share, communicate and get along with others.

Establish daily routines at home. This creates a sense of security for your child.

Do an art project together. Search YouTube and Pinterest for preschool craft ideas.

Read a well-written, age-appropriate book together, like a Caldecott Medal-winner.

Buy Photo

Marcus McLean, 5, works on a web-based instructional program at his home in New Albany. Floyd County schools were the first in Indiana to pilot an online preschool program called UPSTART last year. July 21, 2017 (Photo: By Michael Clevenger, C-J)

Read or Share this story: http://www.courier-journal.com/story/news/education/2017/07/26/internet-help-prepare-kindergarten/422950001/

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Preschoolers played online games for a year - and became kindergarten-ready

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CLOSE Karen McLean didn't want her twins to fall behind in kindergarten. "Kindergarten is not like it used to be," said McLean, who is a literacy coach for New Albany-Floyd County Schools. "It's not playtime anymore. It's academic learning."

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Statistics and articles on games and learning

http://www.gamesandlearning.org/category/learning-research/

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MobyMax allows for differentiation while engaging students in activities

http://www.mobymax.com/curriculum/overview

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BrainPop has been a great tool for multiple subject areas in my classroom. Students love to watch the videos, complete activities, and quizzes.

https://www.brainpop.com/

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Forbes Magazine
Shapiro (2015)

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Around a billion and a half people all play video games of some sort. That's more than 20% of the world's population. Video games have become a part of life. They are now more than just leisure and entertainment. They are mainstream media, an everyday method of storytelling and representation. Games have become a common form of rhetoric for the 21 st century.

Therefore, it is not surprising that educators, policy makers, investors, and developers are trying to build games for schools. However, the real reason game-based learning is so popular is not only because video games are extremely effective teaching tools; they are also relatively inexpensive to build and to distribute. In other words, they're scalable, and replicable, and extensible, and all those other buzzwords that philanthropists, and venture capitalists, and policy makers like to hear. Video games have a lot going for them in a world that loves digital technologies and worships the concept of innovation.

Luckily, it is not all about semantics. Using video games as classroom tools that help teachers do their jobs with more impact is also good pedagogy. Video games can be exceptional teaching tools. To understand why, you don't need any fancy education or psychology terms. All have to do is think about the avatar...the game character. In video games there are almost always two "I"s. There's the "I" who holds the controller and the "I" that's within the bezel of the monitor. Gamers are distanced from their avatar and are accustomed to thinking about their actions like an outsider looking in.

The fancy way to say that is: there is a metacognitive distance built right in. The term metacognition is a key term in educational psychology. It describes the ability to think about your own thinking. Strong metacognitive functions give students an awareness, or an understanding, of their own thought processes. Metacognitive functions provide one with autonomy or control of one's own intellectual capacity. This matters in education because strong metacognitive functions lead to good academic skills. Through metacognitive functions, learners recognize their own strengths and weaknesses and adapt or iterate their performance accordingly.

In other words, academia can be understood like a video game: something students play again and again, practicing and improving with each new attempt. But what about the digital divide? If video games are so great, doesn't that mean equal access to educational technologies is even more important? Certainly. But in an imperfect world, it is also important to remember that you don't need fancy laptops or tablets to implement game-based learning. It is really just about imaginative play.

In his excellent soon to be released book (April 21), "The Game Believes In You: How Games Can Make Our Kids Smarter," Greg Toppo writes: "Kids make mud pies and paper airplanes, they climb trees and play the piano. The entire time they're exploring and learning about the world."

This is why folks have been using play therapy with children for more than a century. Both the Kleinians and the Jungians fill their consultation rooms with toy menageries and mandalas and sandboxes. They've always known that games and play strengthen metacognitive functions. They've always known that along with the guidance of a mentor--a great teacher--games and play can help individuals learn to recognize their own context. Play helps one recognize the structures, the systems, and the economies in which one participates.

Toppo continues:

What looks like escapist fun is actually deep concentration. What looks like instant gratification is, in fact, delayed gratification in clever disguise. What looks like spectacle is a system that's training players to ignore the spectacle and focus on the real work at hand. What looks like anything-goes freedom is submission to strict rules. What looks like a twenty-first-century, flashy, high-tech way to keep kids entertained is in fact a tool that taps into an ancient way to process, explore, and understand the world.

In the presentation that I gave at the 2015 Global Education and Skills Forum in Dubai, I explain how and why learning games and game-design-thinking can help to develop students' metacognitive skills. I also explain why this is an essential part of creating innovative citizens. What's more, I make a philosophical argument that this kind of thinking is an foundational component of basic human dignity.

I am full-time father of two little boys, Senior Fellow for the Joan Ganz Cooney Center at Sesame Workshop, and I teach in Temple University's Intellectual Heritage Department. I speak internationally about edTech, game based learning, and 21st Century parenting. I hold a Ph...

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How Video Games In The Classroom Will Make Students Smarter

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VideoAround a billion and a half people all play video games of some sort. That's more than 20% of the world's population. Video games have become a part of life. They are now more than just leisure and entertainment. They are mainstream media, an everyday method of storytelling and representation.

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RAZ-Kids encourages students to read leveled books from many different genres while monitoring student progress

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Minecraft Education Edition

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Get Minecraft Education for your classroom. Find out how using this game will take your students' learning to the next level.

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“In the best games, you are learning a subject like algebra in a way that you don’t really know you’re learning it. Students end up actually enjoying algebra because it’s like a puzzle. You’re untying a knot and there’s something pleasurable about it.”

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Introducing gaming to the classroom

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Every game has potential for learning! Consider the educational value in some of the more popular, entertainment-focused games that your students (and you!) already enjoy at home. Of course, not all games are school-appropriate, but you can approach any game from an educational perspective.

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Video games increase student engagement

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Gameification

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Using SumDog to engage students in math practice (tracks student progress)

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Kahoot review games are a hit in my classroom, and students can use their own devices to play.

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Kahoot! | Learning games | Make learning awesome!

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Kahoot! is a game-based learning platform that brings engagement and fun to 1+ billion players every year at school, at work, and at home.

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https://techraptor.net/content/videogames-education-endless-possibility
Integrating game design curriculum

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How Pokemon Go could be beneficial to the classroom

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Gaming in the classroom: what we can learn from Pokémon Go technology

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Amber McLeod, Monash University and Kelly Carabott, Monash University Pokémon Go has already had over 100 million downloads since it launched in July. Despite its popularity, it has received significant negative media attention, with reports of people falling off cliffs, crashing cars and trespassing. The game has even been attacked for turning users into anti-social zombies.

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Videogaming in the classroom benefits low performing students the most

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Kayne West figurative language in rap lyrics

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Figurative Language found in well known artist's songs (Rihanna - Umbrella)

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Flocabulary songs provide relatable and memorable rap songs on Language Arts topics

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Five Elements of a Story - Language Arts - Theme of Story - Flocabulary

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Review the Five Elements of a Short Story (Plot, Character, Conflict, Theme & Setting) with Flocabulary's educational rap song and lesson plan.

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Breakout EDU provides students with "escape the room" lessons that connect to their real-world knowledge of Escape the Room challenges

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Find the Redstone - Breakout EDU Digital

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Decoding with Minecraft theme

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Minecraft in the classroom (decoding in math)

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Using Minecraft elements in the classroom as part of an "escape the room" challenge.