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Education Ticker: Video games increase student engagement

Image from Minecraft, a world-building game.

The best of the web on education from kindergarten to postsecondary, as chosen daily by Globe and Mail education editor Simona Chiose.

Minecraft in the classroom

Video games belong in the classroom. Yes, students will try to play Halo and engage in only a semblance of work, but games can also be a gateway drug to asking questions about gravitational fields and introducing software programming.

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Santa v. academia

The search for truth in one professor's work comes head to head with – Santa. Non-academic parents might not engage in this level of self-examination, but one math professor wonders if her peers are uncomfortable creating the elaborate schemes required to perpetuate the myth.

Every student is somebody's kid

Remembering that the teenagers in a lecture have parents can change the way a professor interacts with her students. It's a lot easier to turn down a request to change a project due date when thinking like a severe taskmaster than a parent seeking compromise.

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About the Author
Postsecondary Education Reporter

Simona Chiose covers postsecondary education for The Globe and Mail. She was previously the paper’s Education Editor, coordinating coverage of all aspects of education, from kindergarten to college and university. She has a PhD in political science from the University of Toronto. More


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