Games+4+EdU

[|High School Guides from BrainMeld]- These guides were created for high school and designed to address specific state standards. Please check each guide for exact grade and subject information. [|BrainMeld] - Bridging the gap between gaming and education [|Mark Prensky.com]
 * Education is traditionally slow to adopt new ideas, and is not generally considered a hotbed of innovation. But we can change that!**

Gaming is part of many 21st Century Students Life Experience. Yet games for learnign have gotten a bad reputation, in large part due to the predecessor thatw as embraced in labs and classrooms of school district everywhere - but are now known as 'Edutainment'. Edutainment gamesa re games that appear to have some educational basis but are not based in research and science of the brain, of learners, of differentiation.

The military has been using gaming for years, where do you think all our young adults amazing graphics and storylines on their Combat and Flying games came from anyhow? Todays **fighter pilots are trained by simulation** before climbing into the cockpit of multi-million dollar jets. **Simulations are Gaming for Education!**

The medical community also trains **medical students for surgery using games** (Think the childhood game 'Operation' on steroids)! There is also significant **brain-research data** to show that surgeons have **higher concentration and steadier hands** if they play video games (think XBox, Nintendo...) before surgery.

A wonderful speaker/writer on this topic is Mark Prensky. I had the pleasure of meeting Mr. Prensky when he was Keynote at MEC several years back. That year, while Technology Integration Specialist for Maricopa Unified School District, we were able to purchase a copy of his book 'Don't Bother Me Mom, I'm Learning" for the teacher members of the 'IN Group', our after school Professional Development EdTech Club for teachers. My goal and role was to introduce leading and bleeding edge innovations of the day, for a select group of teachers to utilize in the classoom, evaluating for value, purpose, meaning and student-oriented application.


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