Covering technology, cybersecurity, and policy decisions for K-12 school districts. Practical guidance for district IT leaders navigating the evolving EdTech landscape.

Latest Articles

Classroom Technology

7 Tips for Using Interactive Displays in the Classroom

Best practices for getting the most out of interactive whiteboards and display technology in your schools.

May 5, 2015
EdTech

A Guide to Distance Learning for K-12

How districts are building distance learning programs with video conferencing, LMS platforms, and digital content.

October 20, 2014
Safety & Security

5 Types of Emergency Communication Tools to Keep Your School Safe

From mass notification systems to mobile alerts, the tools districts need for emergency preparedness.

September 3, 2014
Mobile Learning

The Mobile Learning Debate: BYOD vs. District-Provided Devices

Weighing the pros and cons of bring-your-own-device programs against district-issued 1:1 initiatives.

February 12, 2014
Case Study

Inside One District's Decision to Go BYOD

A district shares its BYOD implementation journey, from planning through rollout and lessons learned.

December 10, 2013
Policy & Compliance

Creating an Acceptable Use Policy for Mobile Learning

Essential guidance for drafting AUP policies that address BYOD, CIPA compliance, and student safety.

September 15, 2013
EdTech

The Classrooms of Tomorrow Are in Your Browser

How browser-based learning platforms and Chromebooks are reshaping the K-12 technology landscape.

November 8, 2013
EdTech

Games for Education: How and Where to Find Them

A guide to game-based learning resources and platforms that bring engagement to the classroom.

August 20, 2013
Apps & Tools

10 Educational Tools Every Teacher Should Know About

Essential EdTech tools for presentation, assessment, collaboration, and classroom management.

June 15, 2013
Case Study

Union County Talks Going 1:1 and Shares Tips

How Union County School District rolled out a 1:1 device program and what other districts can learn.

May 14, 2013
Devices

3 Reasons Why iPads Beat Out Laptops in K-12

Why many districts are choosing tablets over traditional laptops for student device programs.

April 18, 2013
Mobile Learning

BYOD: The Challenges and How to Overcome Them

Network security, content filtering, device management, and equity - the real challenges of BYOD in schools.

March 22, 2013
Apps & Tools

25 Best Apps for the K-12 Classroom

A curated collection of educational apps spanning subjects from math to reading to science.

January 10, 2013
Classroom Technology

SMART Technologies Looks to Replace the Dry Erase Board

The launch of SMART's latest interactive display and what it means for classroom technology.

March 8, 2012
EdTech

Apple's Textbook Publishing Wrecking Ball

How iBooks Author and Apple's education push could reshape K-12 textbook publishing.

January 25, 2012

Game based learning is where Vygotsky meets Dweck.

Lev Vygotsky coined the term zone of proximal development. This is the sweet spot for learning; it’s the area between what a person can do without help, and what they can only accomplish with help. These are the skills that a person can develop with guidance, persistence, and encouragement.

Carol Dweck is the Columbia and now Stanford professor who wrote Mindset: The New Psychology of Success. Dr. Dweck pioneered the growth mindset paradigm, where individuals view themselves as evolving, and therefore persist and iterate in order to increase their proficiencies and abilities.

Research suggests that video games offer a synthesis of both a growth mindset and zones of proximal development. There are over 180 million active gamers in the US and the average gamer spends 13 hours a week playing games. Given that 99% of boys, 94% of girls, and 62% of teachers play video games, isn’t it a relief knowing that they may actually be learning?

Games need to allow for graceful failure; game designers embed failure into the game mechanics without a lot high-stakes negative consequence to encourage balanced risk taking and exploration.

In Playful Learning: An Integrated Design Framework, Plass, Homer, and Kinzer point out that successful games tend to aim toward a player’s zone of proximal development, where a player can succeed, but only through effort and some struggle. Games therefore have to measure player skill, and then provide an appropriate response (feedback, consequences, next actions) based on that information.

Games need to allow for graceful failure; game designers embed failure into the game mechanics without a lot high-stakes negative consequence to encourage balanced risk taking and exploration.

Games are complex problems waiting to be solved in a way that is both fun and challenging. Kris Mueller, an eighth grade teacher writing for Edutopia, wrote: “A well-designed game leads players through carefully-leveled tasks that prepare them to succeed in bigger challenges.” What do we learn when we are put into situations that require us to solve problems while having fun and being challenged?


Latest Resource

Projectors 101 — Basic Knowledge for K-12 Technology Users
Our document explains the specifications of projectors including lenses, lumens, lamps and more.

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