Use these image prompts to practice simple adjectives....
This article, by John Richards, Leslie Stebbins and Kurt Moellering, 2013, explores the current reality of the games market. It draws a K-12...
Originally published in the Games + Learning + Society 2012 Conference Proceedings 8.0, this research represents a partnership between Carne...
BrainPOP teamed up with the Joan Ganz Cooney Center at Sesame Workshop to lead a research project, Teacher Attitudes about Digital Games in ...
Written for game designers, interaction designers and game scholars, "Rules of Play" is a pioneer in offering a theoretical model for unders...
Written by James Paul Gee (2007), this article explores 16 learning principles that are incorporated in good learning games. The author argu...
This paper is from The Education Arcade by Eric Klopfer, Scot Osterweil, and Katie Salen with contributions by Jason Haas, Jennifer Groff an...
Written by Cynthia Chiong, Ph.D. in December 2009, this report is from a Research & Design Workshop at The Joan Ganz Cooney Center at Se...
Written by Darrel M. West, this article discusses how blogs, social media and video games can foster education. The author argues the use of...
This is a book review, published on the Journal of Children and Media, written by Amy Shirong Lu (2012) on 'Video Games and Learning: Te...
This graphic organizer requires students to identify a chain of cause and effect events. This cause and effect chain can be used to explore ...
One of the most popular strategies for using BrainPOP in the classroom is through using pause points, briefly pausing the movie to clarify s...