In massive multiplayer games, players are engaged, resilient and persistent, and they work together to tackle complex problems. At the 2013 EDUCAUSE Annual Conference, Jane McGonigal—a game designer with a social justice mission to solve the world’s most intractable challenges through games—presented research evidence to demonstrate these deeper learning and social-emotional benefits of gaming.
NGLC grant recipients are harnessing student engagement and collaboration through their own educational game designs. Others are incorporating effective features of games—reward systems, sequential levels of challenge, competition, and collaboration—into their non-game academic models to achieve similar 21st century outcomes.
Resources on Games/Gaming
- Higher Ed
- 2-page at-a-glance brief of the game-based middle school crafted around a hero's journey narrative
- by Cliff Zintgraff, published in Proceedings of Society for Information Technology & Teacher Education International Conference 2014. (c) 2014 Advancement of Computing in Education. Posted with permission.
- by Cliff Zintgraff, Roundtable Presentation at SITE 2014, suggests that age-appropriate content in real-world context can quickly bring selected students to new levels of understanding.
- A concise set of resources on gamification to provide a quick understanding of the topic. EDUCAUSE Learning Initiative, July 2014
- "Profiles of Next Generation Learning" video series from NGLC and the Bill & Melinda Gates Foundation
- iCivics prepares young Americans to become knowledgeable, engaged 21st century citizens by creating free and innovative educational materials available online
- Conducted by TERC, this evaluation examines the MIT Education Arcade's math game, Lure of the Labyrinth
- by Jane Canner, Mary Schearer, Nicole Guagliardi, Classroom, Inc. from the GLS 9.0 Conference Proceedings (pp. 119-126), available at http://press.etc.cmu.edu/files/GLS9.0-Proceedings-2013-web.pdf
- December 2012, Research study results from the Center for Information & Research on Civic Learning & Engagement (CIRCLE)
- Catalogue featuring NGLC grant recipients and additional projects funded by the Bill & Melinda Gates Foundation, organized by content area
- SUNY Learning Network, Carnegie Learning and Open Study
- 16th Annual Joint Conference on Innovation and Technology in Computer Science Education Proceedings
- 6th International Conference on Foundations of Digital Games Proceedings
- by Birchfield & Johnson-Glenberg. International Journal of Gaming and Computer-Mediated Simulations. 2010. Vol. 2, Issue 1.
Games/Gaming Grant Recipients
K-12 Breakthrough Models
K-12 Tech Innovation
Learning game The Sports Network-2 focused on reading
WhyPower: integrated math, science, and career education in a learning-based virtual world
Wordplay Games: a vocabulary skill-building suite of games
The Drafting Board, an online civic education game module
- see more
Higher Education Tech Innovation
simSchool, a game-like simulation for teacher pre-service training
Mathematics Fluency Data Collaborative, suite of math games
- Grant Opportunities
- Assessment for Learning Project
- Regional Funds for Breakthrough Schools
- Center for Collaborative Education, Massachusetts
- CityBridge Education, Washington, D.C.
- LEAP Innovations, Chicago, Ill.
- New England Secondary School Consortium
- New Schools for New Orleans
- Rogers Family Foundation, Oakland, Calif.
- The Colorado Coalition
- Funding Framework
- Grant Recipients
- Grant Opportunities