Free Reproducibles
Game On
Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers.
Benefits
- Learn why students of the digital generation require different learning and teaching methods than previous generations.
- Discover the benefits of playing games for educational and professional development purposes, which include making students active participants in their learning.
- Gain consistent, clear definitions for terms related to gaming in education.
- Access lists of suggested digital games and learn for what purposes the games are most useful.
- Consider how digital games can address students’ diverse learning needs.
TABLE OF CONTENTS
Introduction: The Gamer in Us All
Chapter 1: From Entertainment to Education 3.0
Chapter 2: The Arcade of Education
Chapter 3: Learning Theory and the Attributes of the Digital Generation
Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment
Chapter 5: Lesson Design Using Digital Games
Chapter 6: Digital Gaming and Assessment
Chapter 7: The Nine I’s of Modern Learning
Chapter 8: Universal Design for Learning With Games
Chapter 9: Beyond Linear Presentations
Chapter 10: Takeaways
REPRODUCIBLES
SUGGESTED RESOURCES
Chapter 2
- Classcraft
- Disney’s Cinderella: Magical Dreams
- DragonBox Algebra 5+
- DreamBox Math
- Math vs. Undead: Math Workout
- The Physics of Angry Birds
Chapter 4
- Angry Birds
- Bridge Constructor
- Darfur Is Dying
- EteRNA
- FloodSim
- Free Rice
- FunBrain
- Gone Home
- Grand Prix Multiplication
- Math Duel: 2 Player Math Game
- The Oregon Trail: American Settler
- PeaceMaker
- Powers of Minus Ten
- The Sandbox
- Steam
- ThinkerToy: Shapes
- VocabularySpellingCity
Game Hubs
- ABCya
- Arcademic Skill Builders
- BrainPOP
- Disney Games
- Fun4theBrain
- Games for Change
- GoGo Math Games
- iCivics
- IXL
- JumpStart
- KidsGamesHQ
- Learn4Good
- Learning Games for Kids
- Math Playground
- Mr. Nussbaum
- NCTM Illuminations
- Nickelodeon
- NobelPrize.org
- PBS KIDS
- Penn State’s Educational Gaming Commons (EGC) Live
- Poptropica
- PowerMyLearning
- PrimaryGames
- Prongo
- Sheppard Software
- Shodor Interactivate
- Smarty Games
- SoftSchools.com
- Sprout
- The STACKS
- Sumdog
PC Learning Games
Chapter 5
- Common Core State Standards
- Grand Prix Multiplication
- International Society for Technology in Education (ISTE) Standards for Students
- JeopardyLabs
- Loot Pursuit: Pompeii
- Lure of the Labyrinth
- Mid-continent Research for Education and Learning (McREL)’s Content Knowledge Online Edition
- Minecraft
- MinecraftEdu
- Mission US: A Cheyenne Odyssey
- PBS Kids’s Mad Money
- Periodic Table Game
- Phases of the Moon
- Recycle This!
- The Sandbox
- The Sandbox EDU
- Spent
- Use Cardinal Directions
- World of Warcraft in School
Chapter 6
Chapter 7
Chapter 9
Chapter 10
- Digital Learning Game Database
- Digital Learning Game Database online form
- Edudemic
- Edutopia
- Evernote public notebook
- Infosavvy21’s blog
- MindShift
- TeachThought
Suggested Books
- Jukes, I., Schaaf, R. L., & Mohan, N. (2015). Reinventing Learning for the Always-On Generation: Strategies and Apps That Work. Bloomington, IN: Solution Tree Press.
- Schaaf, R. L. (2015). Using Digital Games as Assessment and Instruction Tools. Bloomington, IN: Solution Tree Press.