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WHAT WORKS IN EDUCATION The George Lucas Educational Foundation

K-12 Education Tips & Strategies That Work

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You'll find practical classroom strategies and tips from real educators, as well as lesson ideas, personal stories, and innovative approaches to improving your teaching practice. If you have any thoughts or comments about these blogs, please don't hesitate to let us know.

A good educational game offers engagement, assessment, and learning, with the game data providing a valuable invisible assessment opportunity for students, teachers, and parents.
Editor's Note: James Sanders is the Director of Innovation for EdTechTeam and an Entrepreneur in Residence at KIPP Bay Area Schools. Prior to joining EdTechTeam, James was a White House Presidential Innovation Fellow and oversaw innovation for the KIPP schools in the Bay Area. This August, James helped the U.S. Department of Education launch the Future Ready Schools pledge, calling upon school district leaders around the country to commit to having Future Ready Schools. Education needs a new “north star,” one focused on creating world-class schools where students have agency, and the teachers are empowered to be entrepreneurs in the classroom. Our learning spaces should be inspiring, and school leaders need to have the courage to take smart risks as part of the innovation process.  I believe that the current debates around testing, standards, unions, charters, choice, and tenure are undermining teaching and learning. The videos in this playlist represent the mindset and the type of teaching and learning I believe our students deserve. In the list you'll find two videos that represent each of the following areas, which form the core of what I believe it means to be Future Ready: Courageous Leadership, Empowered Teachers, Student Agency, and Inspiring Spaces.
Matt Farber shares his observations from the Games in Education symposium, where he learned about students as designers, assessment possibilities, and adaptive video games.
Make parent/teacher conferences easier for everyone by preparing to show student grades and work, setting parents at ease, listening to them, and remaining positive.
When introducing younger students to robots, the high-engagement nature of these tools can add a social-emotional layer to the more obvious learning goals.
To successfully introduce games into your classroom, play them first, make them voluntary, and think of them as tools for differentiation and building classroom culture.
By teaching students to "drive their own brain" through metacognition, we provide a concrete way to guide them think about how they can best learn.

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