Esports levels the playing field and allows all students to compete, plus can build social-emotional learning and STEM skills
Tangential learning is the process by which people self-educate around a topic if it is exposed to them through something they already enjoy.
On Thursday, January 10th, the Fair Haven Knights esports team made history when we took on the William Annin Vikings in the first round of the Jersey Shore Esports Cup.
We’re not here to have fun. We’re here to become better players, become better people, and win games.
I’m learning right alongside my kids because when it comes to running a school garden, I am not the expert in the room.
Make it real and make it relevant are the two core values I kept in mind when I was designing FH Leads, my 8th grade consulting firm.
I made a lot of mistakes when I first introduced gamification. Since then, I’ve learned a lot of best practices for introducing gamification (or anything new, really) to students.
We owe it to our students to bring what interests them into our classrooms. If your students are like mine, that means embracing video games by implementing game-based learning.
This year,Rachel Cheafskyand I have worked hard to implement a version ofmy gamification systemthat meets the needs of her classroom
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