Game-based learning is gaining popularity in education as more young people and adults learn from games both in and out of the classroom. Well-designed games motivate students to actively engage in content that relates to coursework and master challenging tasks designed to sharpen critical thinking, problem solving, employment and life skills.
Every year, the ED Games Expo promotes game-based learning though the display of exciting educational games and technology. With the 6th Annual ED Games Expo taking place next week, here are 5 things to know about this year’s Expo:
Did you know that game-based learning is gaining popularity in education as more young people and adults learn from games in and out of the classroom? Well-designed games can motivate students to actively engage in content that relates to coursework, and to master challenging tasks designed to sharpen critical thinking and problem solving, as well as employment and life skills.
On January 8, 2018, the 5th annual ED Games Expo occurred at the John F. Kennedy Center for the Performing Arts in Washington, DC. The event was organized in collaboration between the Department of Education’s (ED) Institute of Education Sciences (IES) and the Kennedy Center’s Education team. The event showcased more than 100 learning games, most developed with funding from 17 different government programs within and outside ED. The games were for students of all ages in education and special education and covered topics across STEM, reading, social studies and social development. Many incorporated emerging technologies, such as virtual reality, augmented reality and maker spaces with 3D printing stations, as well as engaging approaches to learning, such as narrative adventures and puzzle games.
For the last 18 months, the Office of Educational Technology at the U.S. Department of Education, in partnership with the Institute of Education Sciences (IES) at the Department, has been working with Mathematica Policy Research and SRI International to build the Rapid Cycle Evaluation Coach (the RCE Coach). The RCE Coach is a free, open-source, web-based platform to help schools and districts generate evidence about whether their educational technology apps and tools are working to achieve better results for students. The platform was released in Beta in October 2016 and updated in January 2017. The RCE Coach currently includes two types of evaluation designs:
matched comparison, which creates two similar groups of users and non-users of an ed tech application already in use at a school site and;
randomized pilot, which randomly assigns participants to groups of users and non-users of an ed tech application that has not yet been implemented.