Tag: Game

  • Broward County + Microsoft Copilot: Changing the Game for Educators 

    Broward County + Microsoft Copilot: Changing the Game for Educators 

    Ever wonder what happens when one of the biggest school districts in the U.S. decides to go all-in on AI? Spoiler alert: It’s pretty amazing. 

    Broward County Public Schools (BCPS) just pulled off something huge—the largest global deployment of Microsoft Copilot licenses in education. Yep, the biggest in the world. And guess what? NCCE is right in the middle of it, making sure teachers feel confident and ready to roll. 

    So, why is this a big deal? 

    Because AI isn’t just a buzzword anymore—it’s here, and it’s changing how schools work. With Copilot, teachers can: 

    • Knock out lesson plans in minutes 
    • Automate those never-ending admin tasks-emails, agendas, data, feedback 
    • Spend more time doing what they love—teaching and connecting with students 

    This isn’t about replacing educators. It’s about giving them tools to make life easier and putting teaching and student learning at the forefront. 

    Where does NCCE come in? 

    We’re the professional learning crew behind the scenes working with Broward’s Innovative Learning Team and the Information System Team. Our job? Make sure Broward’s educators don’t just have Copilot—they know how to use it and implement it into their professional practice. 

    We’ve been running sessions like “Getting Started with Copilot” and “Copilot Champions and Beyond”—fun, hands-on workshops where teachers learn how AI can help with lesson planning, grading, and even sparking creativity. 

    And it’s not just one-and-done training. We’re doing coaching, virtual cohorts, and ongoing support, so teachers feel confident every step of the way. 

    What’s the impact so far? 

    Teachers and district staff are already using Copilot to: 

    • Create standards-aligned lessons and units in minutes tailored to specific learning pathways 
    • Draft school-wide communication memos and even event and initiative rollout plans quickly 
    • Assist with emails and professional communication to ensure appropriate tone and style 
    • Prepare meeting agendas, reminders, and summaries to help manage follow-ups efficiently 
    • Summarize email threads and missed communications for efficient catch-up 
    • Analyze instructional coaching data to identify trends and create graphic representations of the data 
    • Review vendor contracts from a cybersecurity perspective to ensure compliance with statutory mandated PII safeguarding. Even creating a report that indicates whether the contract has strong or weak compliance and the reasons why. 
    • Review previous meeting notes and discussions referencing relevant talking points for curriculum updates and budget planning 
    • Draft policies, memos, and communication plans, streamlining the process and ensuring clarity 
    • Compare versions of documents to identify changes and inconsistencies quickly 
    • Generate custom visuals such as graduation rate graphs, student progress charts 
    • Gather feedback and engagement data to refine report formats 
    • Personalize learning for every student 
    • Free up time for the stuff that really matters 

    Honestly, it’s a game-changer. 

    Why share this? 

    Because we want our community to know: NCCE can help any district make AI work for them. Whether you’re just starting or ready to scale big like Broward, we’ve got your back. 

    The bottom line 

    This isn’t just Broward’s story—it’s a peek at what’s possible when educators, tech, and great professional learning come together. AI isn’t the future anymore. It’s here. And we’re ready to help you make the most of it. 

    👉 Want to learn more? Visit https://www.ncce.org or reach out to our team. Let’s make AI work for you. 

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  • Games for Change Opens 2026 Student Challenge to Game Creators and Innovators Ages 10–25

    Games for Change Opens 2026 Student Challenge to Game Creators and Innovators Ages 10–25

    The annual global game design awards $20,000 in grand prizes for creative and impactful games that advance the UN Sustainable Development Goals

    NEW YORK, NY — [NOV 10, 2025] — Games for Change (G4C), the leading nonprofit that empowers game creators and innovators to drive real-world change, today announced the kick off of the 2025- 2026 Games for Change Student Challenge, a global game design program inviting learners ages 10–25 years old to tackle pressing world issues that address the United Nations Sustainable Development Goals, through creativity, play, and purposeful design.

    Now in its eleventh year, the Student Challenge has reached more than 70,000 students and almost 2,000 educators and faculty across 600cities in 91 countries, inspiring the creation of over 6,600 original student-designed games that connect learning to action. From November to April 2026, participants will design and submit games for consideration in regional and global competitions, with Game Jams taking place worldwide throughout the season.

    “The G4C Student Challenge continues to show that when young people design games about real-world issues, they see themselves not just as players, but as problem solvers and changemakers,” said Arana Shapiro, Chief Operations and Programs Officer at Games for Change. “Through game design, students learn to think critically, collaborate, and build solutions with purpose. In a world shaped by AI and constant change, durable skills like problem solving, critical thinking, and game design will allow all learners to thrive in their communities and worldwide.”

    This year, students will explore three new themes developed with world-class partners to inspire civic imagination and problem-solving:

    Two grand-prize winners will receive a total of $20,000 in scholarships, generously provided by Take-Two Interactive and Endless. Winners and finalists will be celebrated at the Student Challenge Awards on May 28, 2026, in recognition of exceptional creativity, social impact, and innovation in student game design.

    “With 3.4 billion players worldwide, the video games industry has an unprecedented ability to reach and inspire audiences across cultures and our next generation of leaders,” said Lisa Pak, Head of Operations at Playing for the Planet. “We’re excited about our collaboration with Games for Change, empowering students to use their creativity to spotlight the threats to reefs, rainforests, and our climate. Together, we’re transforming play into a powerful tool for awareness, education, and action.”

    More than 319 million people face severe hunger around the world today,” said Jessamyn Sarmiento, Chief Marketing Officer at World Food Program USA. “Through the ‘Outgrow Hunger’ theme, we’re giving the next generation a way to explore the root causes of food insecurity and imagine solutions through research, game design, and play. This collaboration helps students connect their creativity to one of the most urgent challenges of our time—ending hunger for good.”

    Additionally, G4C is expanding its educator support with the launch of the G4C Learn website, the world’s largest online resource library featuring lesson plans, tutorials, and toolkits to guide students, teachers, and faculty on topics like game design, game-based learning, esports, career pathways, and more. In partnership with Global Game Jam, educators worldwide can receive funding, training, and support to host Student Challenge Game Jams in their classrooms and communities.

    “Games turn learning into challenges students actually want to take on,” said Luna Ramirez, CTE teacher at Thomas A. Edison CTE High School based in New York City. “When students design games to tackle pressing global problems affecting their communities, they become curious about the world around them, experimenting, and bringing ideas to life. The best learning happens when students take risks, fail forward, and collaborate, and that’s exactly what the Games for Change Student Challenge empowers.”

    Educators, parents, and learners ages 10–25 can now registerfor the 2026 Games for Change Student Challenge and access free tools and resources at learn.gamesforchange.org.

    This year’s Student Challenge is made possible through the generous support of key partners, including Endless, General Motors, Verizon, Motorola Solutions Foundation, Take-Two Interactive, World Food Program USA, Playing for the Planet, Unity, and Global Game Jam.

    About Games for Change

    Since 2004, Games for Change (G4C) has empowered game creators and innovators to drive real-world change through games and immersive media, helping people learn, improve their communities, and make the world a better place. G4C partners with technology and gaming companies, nonprofits, foundations, and government agencies to run world-class events, public arcades, design challenges, and youth programs. G4C supports a global community of developers using games to tackle real-world challenges, from humanitarian conflicts to climate change and education. For more information, visit: https://www.gamesforchange.org/.

    Media contact(s):

    Alyssa Miller

    Games for Change

    [email protected]

    973-615-1292

    Susanna Pollack
    [email protected]

    Latest posts by eSchool News Contributor (see all)

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  • Game On: Competitive Gamification in Diverse ESL Classrooms – Faculty Focus

    Game On: Competitive Gamification in Diverse ESL Classrooms – Faculty Focus

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  • A Game Changing App for Faculty Researchers!

    A Game Changing App for Faculty Researchers!

    Consensus – A Game Changing App for Faculty Researchers

    Today, I started to utilize a new AI app for my research. This app, Consensus, is a game changer for faculty researchers. I wish that I had this app in graduate school – it would have definitely made life easier!

    Step 1 – Here are some screen shots of the software. You can type a question in the box (yes, a question) and the system does the work. Yes, the work that you would usually have to do!

    Step 2 – Then, AI does the rest. You receive AI-powered answers for your results. Consensus analyzes your results (before you even view them) and then summarizes the studies collectively.

    Step 3 – You can view the AI-powered answers which review each article for you.

    *I would also encourage you to review the article independently as well.

    Step 4 – View the study snapshots! Yes, a snapshot of the population, sample size, methods, outcomes measured, and more! Absolutely amazing!

    Step 5 – Click the “AI Synthesis” button to synthesize your results. Even better!

    Step 6 – Use the “powerful filters” button. You can view the “best” research results by: a) population, b) sample size, c) study design, d) journal quality, and other variables. 

    I plan to make a video soon, but please take a look at this video to discover exactly how Consensus can help you in your research! 

    ***

    Check out my book – Retaining College Students Using Technology: A Guidebook for Student Affairs and Academic Affairs Professionals.

    Remember to order copies for your team as well!


    Thanks for visiting! 


    Sincerely,


    Dr. Jennifer T. Edwards
    Professor of Communication

    Executive Director of the Texas Social Media Research Institute & Rural Communication Institute

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  • Classroom Games and Tech – Ed-Tech to Engage and Inspire: Free Number Line Game from TpT

    Classroom Games and Tech – Ed-Tech to Engage and Inspire: Free Number Line Game from TpT

    For the first week of April my elementary math number line game is free. You can find it here. It’s a card game that requires some printing and cutting to make the components. If you have any feedback on the game, please let me know!

    I included this information about the value of such games at the end of the rule document:

    I knew from teaching math that number lines were important for visualization. I created a number line game years ago, but when I tested it with some first graders, I soon found my initial ideas had some issues. I put the game on the shelf. Then recently I heard Jo Boaler make a statement like this one, 

    Researchers even found that after four 15-minute sessions of playing a game with a number line, differences in knowledge between students from low-income backgrounds and those from middle-income backgrounds were eliminated (Siegler & Ramani, 2008). (Quoted from here)

    I don’t know that Jo Boaler would endorse this game, but after hearing her, I knew I had to return to it! I fixed the gameplay problems and tested it with groups of students from ages 7 to 11. They were immediately hooked! I have been so impressed with how even the youngest students had no problems playing, even when some versions had a number line with negative numbers!

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