For those of you following Education Week's Digital Education blog, you likely saw its recent take on two new white papers released by the Education Arcade at MIT.
The first, Moving Learning Games Forward, written by Katie Salen and LGN co-founders Eric Klopfer and Scot Osterweil, offers "suggestions for future games that aim to harness the potential that the activities have to engage students while keeping in mind school constraints related to access to technology and students' and teachers' time." EdWeek blogger Katie Ash cites it as "a must-read for anyone who is considering using games in the classroom or for those who are in the process of creating games for teachers to use."
The second, Using the Technology of Today, in the Classroom Today, was researched by Education Arcade associates Jennifer Groff and Jason Haas. Focused on digital games, simulations, and social networking, it discusses "six factors that create barriers to implementation of those technologies: research and policy factors, district and school factors, factors associated with the teacher, factors associated with the project, factors associated with the student, and factors inherent to technology." Of course, suggestions for overcoming these obstacles are also included.
In case you're wondering, yes, both are available under a Creative Commons Attribution 3.0 Unported license, so do share/remix!


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