The video case studies in this playlist are part of a national survey of teachers who work with video games in the classroom.
The Teacher Attitudes About Digital Games in the Classroom survey is part of the research being conducted by the Games and Learning Publishing Council with the aim of identifying areas of innovation in the games and learning space. The Games and Learning Publishing Council, convened by the Cooney Center and E-Line Media, is generously funded by the Bill & Melinda Gates Foundation and the John S. and James L. Knight Foundation. The survey was conducted in collaboration and with support from BrainPOP. These 3 cases are from elementary school classrooms.
One teacher shared her experience using MindcraftEDU, a version of the popular commercial game Minecraft modified for educational purposes. Joel leads his 2nd grade class through structured game-based scenarios that emphasis self-directed learning, collaboration between students, and positive social interactions.
The other teacher came from Quest To Learn – a game-base learning school in New York city. The 6th grade special-education teacher at Quest2Learn utilizes the intentionally game-like environment of her school to maximize learning for students with special needs.
The 3rd teacher made excellent use of freely available games from BrainPOP and Manga High to engage her 4th grade students in challenging math and science content, as well as promote self-directed and project-based learning in her New Hyde Park, NY classroom. She started to use games as teaching tools when she began her teacher career. Before the technologies were available, she used board games! She also spent a lot of time teaching parents about the value of educational games.