With educational intent, role-playing games can provide a narrative that holds students' attention and be customized to teach specific lessons.
The best go beyond challenging to engage players on a number of levels: through distinct but readable design, evolving mechanics or difficulty, and repetitive but soothing soundtracks.
Students have traditionally accepted information in textbooks without question. But In high schools throughout the country, that's starting to change.
When even the most esoteric information is only a Siri question away, why waste time memorizing anything? Neuroscience can give us some clues as to why.
The New York Times Magazine's 1619 Project and companion curriculum is being used by teachers to change the narrative of American history lessons in the classroom.
After her son died by suicide in April, Michelle Oliver collaborated with an English teacher to look at Shakespeare's famous "love story" in a new way and to teach her students about suicide awareness.
Inspiring projects, discussions of diversity, equity, and inclusion, and creating with—not just consuming—augmented and virtual reality were just some of the highlights of ISTE 2019.
A selection of recently published titles consider race and the imagination, girl-positive libraries, career programming, and other topics.
Education may be part of the solution to stopping the incidence of anti-semitic harassment, vandalism, and physical assaults at schools.
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