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It is always great to see how teachers are using different technologies in the classroom in unique and inspirational ways. We came across four excellent case studies produced by the Joan Ganz Cooney Center, an independent research laboratory that supports research and development in educational digital media technologies.
The first case study shows Joel Levin, a school technology integrator, using MinecraftEDU with second graders at Columbia Grammar and Preparatory School in New York City. Joel leads his class through structured game-based scenarios that emphases self-directed learning, collaboration between students, and positive social interactions.
The second case study shows how Ginger Stevens, a 6th grade special-education teacher at Quest2Learn in New York City, utilizes the intentionally game-like environment of her school to maximize learning for students with special needs.
Lisa Parisi, the subject of the third video case study, makes 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.
Steve Isaacs, a Technology Instructor at William Annin Middle School in Basking Ridge, New Jersey, shares in the fourth case study, how he integrates video game design and development into his 7th grade curriculum. Steve’s emphasis on the design process helps students develop essential 21st century skills, while sparking students’ interest and motivation through the use of a medium they are passionate about.
These video case studies are part of a national survey of teachers who work with video games in the classroom produced by the Cooney Center. Check out their research and initiatives section of their website for some interesting reports and research on children’s learning in the digital age.