In this video, Kylie Peppler discusses the importance of embodiment, or learning through movement, in science learning. She shares an example from her BioSim project of elementary students learning about the complex systems of honeybees by role-playing with electronic puppets.
This meta-analysis systematically reviews research on digital games and learning for K-16 students in light of the recent NRC report on education for life and work in the 21st century.
Explore resources that will help you prepare to teach EiE, integrate engineering with other K-5 subjects, assess student learning, and meet state and national standards.
Educational games for the classroom have been around a long time. But these aren’t the only games teachers and students can use in school. Popular, entertainment-focused games also can drive deep learning. But what’s the best way to use the games kids already play at home in your classroom? Here you’ll find practical tips on how to harness the learning value in any game, including those you might not expect to see in school.
Often the latest studies about how children learn or what the effect of a given game might be are trapped in expert-facing journal articles and dense social science writing. We cut through the technical speak and explain it as best we can in our Learning Research reports.
This article notes that in order to teach science to young children, teachers need Pedagogical Science Knowledge (PSK). PSK includes an understanding of science content and inquiry processes, knowledge of children and how children learn, and skills for facilitating children’s experiences in ways that support their active inquiry and conceptual development.
As MindShift continues to cover many aspects of learning and the future of education, digital games have become a more widespread and critical tool in the learning and teaching experience.
This collection of STEM instructional resources focuses on all things Kentucky. Teachers and students have access to video and images from award-winning KET programs, with educational support materials developed in line with state academic standards. Topics include life sciences, geometry, and biology.
This report brings together research literatures from cognitive and developmental psychology, science education, and the history and philosophy of science to synthesize what is known about how children in grades K through 8 learn the ideas and practice of science.
Ten insights in STEM education drawn from dozens of collaboration grants, hundreds of phone calls, thousands of survey responses, half a dozen workshops, twenty in-person organized gatherings, an in-depth media analysis, and other ongoing touchpoints with the nearly-300 diverse organizations that make up 100Kin10.