This idea is to create a human infrastructure that stands behind a large-scale game-challenge platform in every subject area. Each subject would have a small number of highly powerful games that students of a particular age might engage with each year - (e.g. in New South Wales, AUS there is an environment game that over 40,000 youth play each Fall, which concerns the country's ecological zones). The core faculty are ...more »
What about a game-based simulation of a classroom that can take the form and shape of any classroom anywhere, and can provide a teacher with a virtual training ground and practice space? It would be a teacher flight simulator, with virtual students who act and behave like real students, which would give teachers (and aspiring teachers) a chance to experiment with new methods, tasks, and approaches to relationships with ...more »
Students (especially from middle grades up) can self-form global teams and create innovative, real solutions to global problems using technology as a platform to communicate, create and share. Designs can include 3D fabrication of real objects, which can then be tested and played with in remote locations, then improved and re-designed and shared again. Incentives for winning solutions can include technology (e.g. iPads, ...more »
Our curriculum is fragmented and NCLB increases the focus on subject-specific content. Our students are left less-engaged in a school day that seem disconnected from the real world, and the real-world skills they will need as adults.
Tech simulations/games can engage students in holistic and authentic environments. Can we develop these so that they also allow teachers integrate content, stressed by NCLB?