Games can help us grow.
How to use games for growth, learning, inspiration, care, and connection.
This book explores 100 different games and how educators have used the games to teach – what worked and didn’t work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development.
Design & Curriculum
This book provides the latest research and techniques for designing games for a variety of curricular needs–including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment.
Enabling students to play Fable III in a classroom, at home, or in an afterschool setting might be beneficial for the practice of ethical thinking and empathy.
Fable III is a role-playing video game developed by Lionhead Studios and published by Microsoft/ Xbox. It is the third in the Fable series of games, where a player inhabits the imaginary world of Albion, a fantasy-flavored game set in 1800s London. In Fable III, players take on the role of a prince or princess, who must go…Keep reading
Chutes and Ladders
Chutes and Ladders is a popular board game among North American preschool-aged children. The game board is a 10×10 grid each with a number 1-100 in each square. Players choose a plastic pawn to represent them on the game board and place it in square 1. Each player takes turns spinning a plastic spinner that results in a…Keep reading
Games for Growing
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