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What Does the Popularity of Pokémon Go Mean for K-12 Gaming? A Q-and-A With James Gee

Marketplace K-12

He has written several books on the role of games and learning, including What Video Games Have to Teach Us About Learning and Literacy (2003) and Language and Learning (2004). As a gamer, I’m just not personally deeply interested in the social media aspect. But social media is complicated in this respect.

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10 Types of Digital Activities to Engage Teenagers

Teacher Reboot Camp

I began teaching teenagers in 2004 in Texas. With social media, teens are constantly evaluated by peers and people worldwide. Teens are motivated by game based learning and gamification. Teaching teenagers is much harder today than when I was a teenager. Find resources and web tools and apps here.

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Education Technology and the Year of Wishful Thinking

Hack Education

.” This was what the mother of a nineteen-year-old killed by a bomb in Kirkuk said on an HBO documentary quoted by Bob Herbert in The New York Times on the morning of November 12, 2004. Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least. Bonus: “ 5.3