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2013 Technology Gift Guide for the Classroom

By Alexis WilliamsSpread holiday cheer in your school with these five technology treats.

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Video Games Can Be as Valuable as Textbooks in Teaching History

By Ricky RibeiroOne Pennsylvania teacher is using games such as “World of Warcraft” and “The Elder Scrolls V: Skyrim” to spark discussions in the classroom.

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Schools Shift from STEM to STEAM

By Melissa Delaney3D printers, sophisticated software and other technologies are helping many schools incorporate the arts into their STEM curricula.

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Video Games Can Be Educational — Really!

By David ConoverA Texas teacher explains how students’ love of gaming can be leveraged to teach in-demand skills.

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New App Brings Multiplayer Duels to the World of SAT/ACT Prep

By D. Frank SmithIn play2prep, students earn points and knowledge by challenging each other with the kinds of questions they'll face on tests.

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Which Digital Media Are Worthy of Classroom Use?

By Mike LorionCommon Sense Media’s Graphite platform aims to help teachers ascertain the educational value of apps, games and more.

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Teachers Take Game-Based Learning to the Next Level

By D. Frank SmithA lesson using "Minecraft" can touch on history, engineering and ancient architecture.

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Game Design Finds a ‘Sweet Spot’ with Education

By D. Frank SmithThe Dwight School is teaching game design, and it’s encouraged a passionate group of students to think beyond the walls of the classroom.

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Video Games Are Playing a Pivotal Role in the Classroom

By Kyle RotherMinecraft and other games offer surprising strategies for teaching core concepts.

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5 Strategies to Reach At-Risk Students with Technology

By D. Frank SmithTeacher assistance is key to a successful online learning experience, researchers say.

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‘Minecraft’ Changes Hands but Remains an Engaging Game for K–12

By D. Frank SmithThe creator of the popular world-building game is turning the reins over to Microsoft.

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New Lego Classroom Tool Is Building a Bridge to Common Core Readiness

By D. Frank SmithThe block-based math exercises seek to ease the challenges of teaching the new standards.

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Game On: STEM Contest Transforms Players into Creators

By D. Frank SmithWorkshops in approximately 20 cities across the country will help students develop their video-game concepts.

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FETC 2015 Kicks Off With a BYOD Bang

By D. Frank SmithA game-based learning event, executive summit and hands-on sessions are highlights of the opening day of the conference.

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FETC 2015 Keynotes Highlight the Future of 3D Printing and Game-Based Learning

By D. Frank SmithAuthor Jane McGonigal and MakerBot’s Yuri Salnikoff led the first two keynotes of the conference.

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Leaders Gather to Chart Future for Games in Education

By D. Frank SmithThe Games for Learning Summit drew some big names from across industries.

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Report: Is it Game Over for Gamification?

By D. Frank SmithA preview of the upcoming K–12 NMC Horizon report gives classroom gamification the axe.

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ISTE 2015: 6 Tech Trends on Education's Horizon, 2015–2020

By D. Frank SmithThe influence of 3D printing, adaptive learning technologies and wearable technologies in the classroom is growing.

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Gamified Social Studies Takes Off in Fantasy Geopolitics

By D. Frank SmithA game born from a teacher's frustration has blossomed into a new way to teach geography and current events.

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Game-Based Learning Thrives, Despite Report of its Decline

By Tommy PetersonMany K–12 educators remain enthusiastic about game-based learning despite a report that adoption has stalled.

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