This web-based game from Rice University was submitted by Lynn Lauterbach. The game is available at medmyst.rice.edu. Subject Area and Learning Outcomes Life Science Middle Level: Pathogens, Immune System, Disease, Bacteria, Viruses, Protozoan, Zoonotic Diseases, Scientific Method, STEM careers Summary (1-2 players) MedMyst Original has five different mission options. It is generally geared for teaching [...]
Continue reading...Friday, June 15, 2012
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ROCKVILLE, MD–(Marketwire – June 13, 2012) – In response to the declining state of science education in America, MdBio Foundation, Inc. today announced it will provide science teachers and students nationwide with an innovative and immersive educational video game platform free of charge beginning in 2013. The online platform, called MdBioSphere™, seeks to advance student comprehension in science, technology, [...]
Continue reading...Wednesday, May 2, 2012
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A new magnet program at Miami-Dade County Public Schools will launch this fall that focuses on digital design and coding, drawing on recent nationwide calls for emphasis on education in science, technology, engineering and math (STEM). Named the iTech Academy at Miami Springs Senior High, the program becomes the first video game-themed magnet in the [...]
Continue reading...Friday, April 13, 2012
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The inaugural Lure of the Labyrinth tournament, designed by researchers at the Massachusetts Institute of Technology, challenges kids to navigate an online monster lair by solving math and logic puzzles. Top scorers in the competition, which kicked off this month, can win tablet computers. DimensionU, an online game company, this week launched another national tournament, [...]
Continue reading...Wednesday, April 4, 2012
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Globaloria is the first and largest social learning network, where students develop digital literacies, STEM knowledge and global citizenship skills through game design. Globaloria sparks students’ imaginations as they learn to design and program their own STEM educational games through a mix of teacher-led instruction, team-based learning and online networking with experts and peers. [...]
Continue reading...Sunday, April 1, 2012
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A 2011 National Research Council report found emerging but inconclusive evidence that educational science-based games improve learning. via Computer games take their place in the science classroom | Print Edition – Physics Today.
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Wednesday, February 13, 2013
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