Developed by EDC’s Center for Children & Technology, the Possible Worlds digital games are designed to help improve student understanding of phenomena that are often the subject of scientific misconceptions. The games are the centerpieces of modules that address four topics: photosynthesis, heredity, electricity, and heat transfer. Each game includes classroom activities for teachers that have been developed to leverage students’ experiences within the games.
Plus: The classroom game No Way! is a central feature of the Possible Worlds modules. The game offers an engaging way for students to develop the critical thinking and science literacy skills emphasized in the Next Generation Science Standards—skills students will need in order to become critical consumers of scientific information and reporting. Moving away from the fantasy worlds of the video games in the other modules, No Way! draws students into a compelling real-life scenario in which they are editorial interns at a science-themed website—NoWay!com. The site publishes amazing-but-true stories about incredible natural phenomena, weird inventions, and sensational events. As part of the editorial team, students must investigate claims in articles being considered for publication on the website. The articles connect to the module’s content and focus on the misconceptions addressed in the video games. Playing No Way! gives students a chance to practice crucial argumentation skills while also deepening their understanding of each module’s topic.
Each month we publish blogs and several newsletters full of
digital learning, funding, professional growth, social media, and STEM
resources. Below are items from our blogs and newsletters that educators turned
to the most in February.
Presidents Day in 2019 is February 18. On this day, students celebrate the lives of George Washington and Abraham Lincoln, their contributions to the United States, and the lives and contributions of all 45 US Presidents. The National Education Association provides resources (lessons, games, videos, and more), organized by grade range (K–5, 6–8, 9–12), which teachers can use in the classroom.
While educators use a variety of games in the classroom for learning, similar game-based approaches are increasingly finding places outside of the classroom among adults who are responsible for and concerned about education. Budget Hold ’Em from Education Resource Strategies (ERS), a Massachusetts-based nonprofit, is one such game.