Global Day of Design (May 6, 2019)
Link to a free site for teachers from Common Sense Media that evaluates learning apps, games, websites and other digital tools. The site was launched in June, 2013.
This software, devised and developed at the University of Massachusetts Amherst, specifically aims to interest kids in using data analysis for their own purposes and questions.
http://www.umass.edu/srri/serg/projects/tp/tpmovie.html opens the movies where you can view, TinkerPlots Basics.
Scratch is a programming language that is easy enough for kindergarteners to play with and challenging enough for college students and everyone beyond the age of 18 to learn. As an interactive activity, the language utilizes creativity and multiple intelligences first, appeals to both girls and boys, teaches far more than is obvious, and is a way for teachers to differentiate instruction with computers.
Please view the video and consider its great usefulness for teaching math
Scratch: Teaching the Difference Between Creating and Remixing
Robots and Robotics
Roboworld: Carnegie Science Center in Pittsburg, Pennsylvania
LEGO Mindstorms: A History of Educational Robots
The world is entering a “Fourth Industrial Revolution ”characterized by unprecedented “developments in genetics, artificial intelligence, robotics, nanotechnology, 3D printing, and biotechnology.”(World Economic Forum)
Four Fundamentals of Workplace Automation
The Rise of the Robots, Martin Ford (Basic Books, 2016)
10 Jobs Where Robots Really Are Replacing Humans, Disruption (May 2017)
What is a Robot? PBS Learning Media
Robots: Is Your Job at Risk? CNN Money (September 15, 2017)
Code with Google (Resources for exploring coding in K-12 classrooms)
For coding apps and learning to code strategies, see Chapter 9 in Kids Have All the Write Stuff by Sharon Edwards, Robert Maloy and Torrey Trust (University of Massachusetts Press, 2019).
Searching for Computer Science: Access and Barriers in U.S. K-12 Education from Gallup and Google (August 2015)
Women Who Choose Computer Science--What Really Matters: The Critical Role of Encouragement and Exposure from Google (May 26, 2014)
'Disrupting' Tech's Diversity Problem with a Code Camp for Girls of Color, NPR (August 17, 2015)
See 3D Printing 4 Teaching & Learning for an informative blog about classroom applications of 3D printing
The Resurgence of 3D Printing in Modern Learning Environments (June 10, 2019)
Using 3D Print Models in the Classroom, Poorvu Center for Teaching and Learning, Yale University (2019)
3D Printing Will Disrupt the World in Ways We Can Barely Imagine, War on the Rocks, December 29, 2015
President Obama Gets First Ever 3D Printed Portrait from YouTube.
Maker Culture Has a "Deeply Unsettling" Gender Problem
Nation of Makers website from the White House
Reality Bytes: Eight Myths about Video Games Debunked, Henry Jenkins
Children Should be Playing More Games in the Classroom. Here's Why. World Economic Forum (May 11, 2017)
5 Ways Educational Games Improve Learning, According to Teachers. eSchoolNews (October 19, 2017)
A Must-Have Guide to Gaming in the Classroom from EdTechReview (June 2013).
Serious Games for Education and Training, Alessandro DeGloria (February, 2014)
Guide to Using Games for Learning, Institute for Play
2011 Game Player Data from the Entertainment Software Association.
11 Virtual Tools for the Math Classroom from Edutopia (October 25, 2013).
*McCall, J. (2010). Analyzing game principles can teach as much as game content. Teachinghistory.org. Retrieved December 8, 2011, from http://teachinghistory.org/issues-and-research/roundtable-response/25084McCall, J. (2011). Gaming the past: Using video games to teach secondary history. New York: Routledge.
*McCall, J. (2011, October 3). Jeremiah McCall on Using Simulation Games in the History Classroom. Teachinghistory.org. Retrieved December 1, 2011, from http://teachinghistory.org/nhec-blog/25117
McCall, J. (2012). Navigating the Problem Space: The Medium of Simulation Games in the Teaching of History. The History Teacher, 46(1): 9-28.
TOADY Awards 2012 (Toys Oppressive and Destructive to Young Children) from the Campaign for a Commercial Free Childhood. These "awards" are given every year to identify harmful toys and counter the influence of consumerism on the lives of children and families.
Field Testing the Math Apps, from the New York Times (September 3, 2013) explores new games for preschoolers to learn math.
Graph below shows how much rice grains the website FreeRice has donated from 2007 to 2008
Reality is Broken: Why Games Make Us Better and How They Can Change the World, Jane McGonigal. Penguin Press, 2011.
Synthesis Report on the Games, Learning and Assessment (GLA) Workshops
From Wellings, J. & Levine, M. (2009, October). The Digital Promise: Transforming Learning with Innovative Uses of Technology. The Joan Ganz Cooney Center.
For more, see Thai, A.M., Lowenstein, D., Ching, D., & Rejeski, D. (2009). Game Changer: Investing in digital play to advance children’s learning and health. The Joan Ganz Cooney Center.
Our Princess is in Another Castle: A Review of Trends in Serious Gaming in Education from the Review of Educational Research, March 2012.
Gaudelli, W. & Taylor, A. (2011). Modding the global classroom? Serious video games and teacher reflection. Contemporary Issues in Technology and Teacher Education, 11(1), 70-91. AACE. "Serious video games, or those that simulate the real world, motivate players, require decision-making, and encourage student learning about an issue, have the potential to educate students about global issues."
Fisher, S. (2011) Playing with World War II: A small scale study of learning in video games. Journal of the Canadian Game Studies Association, Vol 5(8): 71-89.
Video games focus players' attention in ways that can promote engaged learning about topics. Study by York University Professor Stephanie Fisher found that teenagers who played video games about World War II were more interested in learning about history than teens who did not play.
"I Played the News Today, Oh Boy," Laura Bennett, Boston Sunday Globe, July 3, 2011, pp. K1-K2.
Game developers are beginning to explore ways to present current events using video games.
Newsgames: Journalism at Play. Ian Bogost, Simon Ferrari, & Bobby Schweizer. MIT Press, 2010.
Gentile, D. (2012, February, 23). Are video games beneficial? WAMC New England Public Radio. Retrieved February 29, 2012, from
http://www.publicbroadcasting.net/wamc/news.newsmain?action=article&ARTICLE_ID=1905687
California 10th Graders Improve Their Writing Skills—Through an Interactive Fiction Game, from School Library Journal (April 2013).
Bloom's Two Sigma Problem Revisited (January 23, 2013)