Teaching Success Stories
You may also be interested in these Game Based Learning (GBL) success stories.
The Joan Ganz Cooney Center released research from the Games and Learning Publishing Council initiative. They conducted a series of case studies and a national survey, Teacher Attitudes about Digital Games in the Classroom, was undertaken in collaboration with and support from BrainPOP®. Its findings were released along with the first in a series of five related video case-studies of individual teachers who integrate digital games into their curriculum in exciting and innovative ways.
This video features Joel Levin, a school technology integrator, who works with second graders at Columbia Grammar and Preparatory School in New York City. Through his use of MinecraftEDU, a version of the popular commercial game Minecraft modified for educational purposes, Joel leads his 2nd grade class through structured game-based scenarios that emphasis self-directed learning, collaboration between students, and positive social interactions.
This video features Lisa Parisi, a 4th grade teacher in New Hyde Park, NY. This particular subject in the case study makes excellent use of freely available games from BrainPOP and Manga High to engage her students in challenging math and science content, as well as promote self-directed and project-based learning.
This video features Ginger Stevens, a 6th grade special-education teacher at Quest2Learn in New York City. This video case study shows how she utilizes the intentionally game-like environment of her school to maximize learning for students with special needs.