Blog

Argubot Academy

From Mars to Minecraft: Teachers Bring the Arcade to the Classroom

by Jordan Shapiro
July 21, 2014

Part 11 of MindShift’s Guide to Games and Learning. Teachers have found many different ways of using digital games in the classroom. But what kind of games are these students playing? And how are teachers incorporating them in the classroom? Last year’s report from the Joan Ganz Cooney Center, “Games … 







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Publications

Learning at Home

Learning at Home: Families’ Educational Media Use in America

by Victoria Rideout

The Joan Ganz Cooney Center has conducted a national survey of more than 1500 parents of children ages 2-10 to find out how much of children’s media time is devoted to educational content, platform by platform, age by age.  Learning at Home: Families’ Educational Media Use in America is the … 







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Initiatives

Games and Learning Publishing Council

Games and Learning Publishing Council

Game-based learning has emerged as a promising area of innovation in making rigorous academic content and professional practices more engaging, relevant and effective for America’s youth. Recently the National Academy of Sciences and the Federation of American Scientists have issued statements identifying the potential benefits of more robust experimentation and integration of digital games and simulations in K-12 education.  

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Events

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Serious Play Conference

22 - 24 Jul 2014 | Los Angeles, CA

At Serious Play, attendees listen, share and participate actively in informal sessions dedicated to the discussion of the future of serious games. The Serious Games Conference is produced by the Serious Games Association, an international organization for everyone in the serious games industry. For more information, visit the Serious Play … 







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