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An Educator's Guide to Technology and the Web
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Internet @ Schools

Sep/Oct 2017: Features

Gaming in the Classroom: Some Research

Research on gaming in education is still in its infancy. Some of the challenges include inconsistent definitions of gaming and gamification with researchers, difficulty with creating truly random student groupings, lack of control groups, and the continuing growing field of games in education. In addition, much of the research tries to evaluate characteristics such as motivation and engagement that are difficult to objectively measure.

TOOLS FOR LEARNING - Spirit of Play, Game-Based Learning--A Serious Look at Companies ‘Gaming the System’ for Academic Excellence

Gaming in education is big, and growing bigger, which prompts questions such as "How will serious games integrate into existing learning experiences?" and "Are they actually proven to get results?" Victor offers some thoughts from a market report, then lays out "games, games, games," plus some resources for more information.

Sep/Oct 2017: Columns

THE NEW MEDIA CENTER–Revisiting Expanding Collections of Primary Source Sets

Primary source sets are collections of multiple individual primary source artifacts surrounding a specific theme or topic. The sets are free, quality "go-to" tools for teachers needing resources and ideas, as well as for media specialists collaborating with teachers or identifying appropriate resources for teachers. Mary Alice looks this issue at what's new in this area from the Library of Congress and the Digital Public Library of America.
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