The concept of “going virtual” has been gaining traction in the IT world for years. Today, school CIOs who have taken the next step—the virtualization of desktop computers—see a new range of benefits, including increased flexibility for users, cost savings, stronger security, and more frequent updates of hardware and software.
The use of game-based learning in the nation’s classrooms has doubled over the past five years. In 2015, 48 percent of teachers said they use games in their lessons, making them the second-most common form of digital content consumed in the classroom.
Let’s face it, digital content—from the Khan Academy to streaming videos to adaptive learning applications—has enveloped K12 education. While some district leaders have only begun replacing printed learning materials with the new technology, other districts are going entirely digital.
From testing problem-solving skills in the survivalist block-building adventure Minecraft to reinforcing science concepts in SimCityEDU, educators are integrating games in the classroom at an increasingly rapid rate. Game-Based Learning occurs when students play a game with defined learning outcomes.