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Session Information

TitleHow to Translate the Common Core State Standards into Meaningful Play
Presenter(s)Kathy Yu, Manager of Instructional Game Design, Classroom, Inc. (moderator and presenter)

Dan Norton, Creative Director, Filament Games

Jen Groff, Vice President of Learning & Program Development, Learning
Games Network

Tony Mai, NYC Middle School Teacher, JHS 259 William McKinley
TimeFriday, October 19, 1:00p-2:00p
LocationGold A
FormatPanel
DescriptionForty five states have now adopted the Common Core State Standards (CCSS), and the standards for English Language Arts and Mathematics must be in effect by the 2014-15 school year. The CCSS were developed to provide a clear and consistent understanding of what students in the United States are expected to learn to be successful in college and careers. The standards are rich and rigorous, challenging students to both raise their academic achievement and apply 21st century skills to the complex and global socio-economic environment they're growing up in.

The CCSS will be implemented at a time when instruction and curriculum are quickly evolving to meet students' real-world needs. This intersection of new standards and a new approach to curriculum and its delivery creates an unprecedented opportunity to offer academically rich material in whole new ways. That's where games come in.

This panel seeks to explore both the potential for innovation and the challenges the mandated CCSS present for educational content providers, game designers, and classroom teachers.

Key issues addressed in this panel include:

  • games in the public schools today: who uses them and how do they fit into classroom instruction

  • how games can challenge otherwise unengaged students to meet the CCSS-- and enjoy their achievements

  • supporting teachers--how games can assess and report students' performance on the CCSS

  • what game designers are learning about the CCSS--and what they are bringing to their implementation

  • what does gaming in the classroom really look like?



Examples to be discussed include Classroom, Inc.'s The Sports Network-2 and Learning Games Network's Lure of the Labyrinth.

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