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EducationShift

Teaching Innovation Is About More Than iPads in the Classroom

Innovation is the currency of progress. In our world of seismic changes, innovation has become a holy grail that promises to shepherd us through these uncertain and challenging times. And there isn't a more visible symbol of innovation than the iPad. It's captured the hearts and minds of disparate subcultures and organizations. In education it's been widely hailed as a...

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EducationShift

Why We Need to Teach Mindfulness in a Digital Age

Think of sitting quietly in a spartan room. There are no TVs, computers, smartphones, books, magazines or music. If you're like most people, this probably sounds like a recipe for boredom. In our culture, we avoid moments of "not-doing" because we don't associate boredom with having any value. And our aversion to boredom and not-doing have been amplified in our...

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EducationShift

Epistemic Games Are the Future of Learning, Letting Students Role-Play Professions

Imagine you're a senior manager at a leading videogame company. Your job is to devise the company's competitive strategy in a rapidly growing and dynamic industry. What prices will you set for the consoles? How many games will be available for your platform? This is the premise of Platform Wars, an epistemic game, or management simulator, developed by MIT's Sloan...

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EducationShift

The Pedagogy of Play and the Role of Technology in Learning

The goal of the videogame "Civilization" is to build a civilization that stands the test of time. You start the game in 4000 B.C. as a settler and, with successful gameplay, can create a civilization that lasts until the Space Age. Throughout the game, you need to manage your civilization's military, science, technology, commerce and culture.

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EducationShift

Teaching Without Technology?

New technology is a lightning rod and polarizing force because, as Nicholas Carr articulated in his book, "The Shallows: What the Internet is Doing to Our Brains," it not only begins to influence what we see and how we see it, but, over time, who we are.

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EducationShift

A Case for Using Social Networking for Learning

We are witnessing the emergence of something profound: Humans, historically divided by geography, culture and creed, are beginning to connect and collaborate on a scale never seen before. The driving force behind this creative wave are digital tools and networks that allow new forms of collaboration and knowledge creation. 

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EducationShift

Learning in a Digital Age: Teaching a Different Kind of Literacy

"Education," scholar and writer Ralph Ellison once said, "is a matter of building bridges." And perhaps, no bridge is more important than the bridge to the future. As educators, it's our responsibility to prepare students for the world of tomorrow. Yet tomorrow isn't what it used to be.

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EducationShift

The Literacy of Gaming: What Kids Learn From Playing

"When people learn to play videogames," according to James Paul Gee, "they are learning a new literacy." This is one of the reason kids love playing them: They are learning a new interactive language that grants them access to virtual worlds that are filled with intrigue, engagement and meaningful challenges. And one that feels more congruent with the nature...

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EducationShift

The Case for Videogames as Powerful Tools for Learning

The famous videogame designer, Shigeru Miyamoto, known for creating some of the most iconic and successful videogames in history, such as Donkey Kong, Mario Brothers and Legend of Zelda, once said, "Videogames are bad for you? That's what they said about rock n' roll." In retrospect, we know rock 'n roll's influence has gone beyond creating a new kind of...

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