“When we were kids we loved “Oregon Trail” because it was better than class.” Now a teacher uses the game “Mindcraft” to take this to the next level. “Are public schools using taxpayer dollars to teach kids to be better at video games than us.” In this episode of “Nerd Alert” from the “College Humor” site, teacher Joel Levin talks about how he uses the video game Mindcraft to teach 8 year olds.
Watch Alert: This story appears as the third main story about 6 minutes into the episode.
Libraries Got Game: Aligned Learning through Modern Board Games
Brian Mayer and Christopher Harris
Publisher: ALA Graphics
A Book Review. This Description is taken from Amazon.com.
From School Library Journal
This is a valuable resource for K-12 librarians interested in building curriculum-aligned “designer” game collections. The authors look at modern board and card games that go above and beyond the dice rolling of Chutes and Ladders or Candy Land. They explain how specific games enhance language-arts, social-studies, and math units, and build literacy skills. The two chapters devoted to promoting and justifying the inclusion of games in the library are well documented and a wonderful source to have to convince skeptical administrators. Suggestions for building a core collection, which highlights top recommended games for elementary school, middle school, and high school; a list of game publishers; a list of games discussed; and a glossary of terminology are included.—Jessica Tymecki, North Bellmore Public Library, NY
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
With all the hype on gaming in libraries, this new title focuses instead on “designer” board games as “curriculum-aligned instructional resources” for libraries and classrooms. Part 1 describes their value for student engagement and higher-order thinking, part 2 shows alignment with specific standards, and part 3 includes details for school libraries, such as purchasing guidelines. “Great Games” in part 4 lists 10 recommended games for each level—elementary, middle, and high school. For example, “Pandemic” takes 45 minutes to play and involves stopping the worldwide spread of disease, and “Froggy Boogie” strengthens color recognition and math. A glossary, index, and list of publishers are found at the end. The authors are school library system educators who have a conversational style while citing research. They make promoting a game collection attainable and sound without a lucky roll of the dice. –Susan Gooden
All text above is taken from Amazon.com web site located here.
(Media-Newswire.com) – Of course students go to the library to locate classic literature such as the works of William Faulkner or Shakespeare. But where do they go to find classic video games?
At DePaul University, they go to the library.
DePaul is one of a growing number of university libraries housing video game collections for student research into game design, said James Galbraith, associate director of collections at DePaul’s library. Other university libraries with video game collections include Stanford University, University of Michigan, University of Illinois at Urbana-Champaign and Carleton University.
Full Article Here: http://media-newswire.com/release_1150226.html
This article from Media Newswire.
Similar article available at the Chicago Sun-Times.