We developed a model for evaluating educational video games based on player experience, design for learning, and culturally relevant instruction. Teachers could use this model to approach game evaluation in a systematic way to identify how best to include games in their classrooms.
Goodreads, a social network based around books, could help students labeled “struggling readers.” In this pilot study, using Goodreads to connect high school students to an authentic audience of fiction readers increased academic literacy elements in their classroom assignments. Shifting the focus from decontextualized school skills to social practices of a broader community could lead to greater engagement and, in turn, improve academic literacy as well.
For 2025, we're embarking on a new project, rooted in a problem of our own practice. In a school of education course on learning theorists, how can we collaboratively build our understanding of key theories and how those theories translate into practice?