In game play, the progress a player makes is through learning. This happens as students grasp and understand embedded knowledge and skills required to successfully navigate a new system. The challenge and the progress of understanding a new concept through gaming is what makes a game enjoyable. What do you want the students to learn? Educational game-play has defined learning outcomes. Keep this notion central to your planning when choosing or designing a game. Be sure students are appropriately challenged because a learner's knowledge, understanding and skills can quickly bypass the educational benefit of a game!
This number after bingo activity increases student flexibility with the number sequence …
This number after bingo activity increases student flexibility with the number sequence and their ability to start counting sequences at various points.
The Pack is a digital game that encourages learners to use Computational …
The Pack is a digital game that encourages learners to use Computational Thinking (CT) to solve problems they encounter in the futuristic world of Algos, where healthy ecosystems have faltered and water and food are scarce. Throughout the game, players must find food sources to attract their own Pack of Algos creatures. These creatures have various functions (like digging, moving, grabbing, and bumping) that can help the player collect seeds and bring water to dry areas. Creatures can be combined to form algorithms that perform complex tasks and overcome challenges. Players’ use of these algorithms is the key to finding all of the seeds and restoring harmony to Algos!
The Pack game and supplemental activities are designed to support middle schoolers in engaging with Computational Thinking concepts and practices while reinforcing basic scientific reasoning. The supplemental activities encourage players to reflect on their gameplay through the lens of Computational Thinking and to explore how solving problems in the game connects to the ways they can solve problems in class and beyond. The supplemental activities can be implemented in a classroom, as part of an after-school program, or even as an activity for families to do together at home.
In The Phoenix Project, 3-5 players take on the roles of community …
In The Phoenix Project, 3-5 players take on the roles of community members striving to rebuild their city after ruination and disaster. In this game, players collaboratively create a map across four phases of gameplay—Determine the Disaster, The City Before, The City at Present, and The City to Come. Players take turns during these phases, building on, expanding, and complicating each other's contributions to the map with the goal of telling a rich and evolving story of adaptability in the face of world-changing events and circumstances. The game aims to foster cooperation, creativity, and empathy as players navigate challenges and obstacles, shaping the future of their city and their world. While the length of gameplay can be adjusted by the players as they wish, the standard game is expected to take around 45 to 60 minutes to play.
Cooperation and critical thinking are the name of the game as students …
Cooperation and critical thinking are the name of the game as students use baseball facts they find online to create trivia questions for a class Jeopardy game.
In this twist on traditional bingo, the game boards feature students' names, …
In this twist on traditional bingo, the game boards feature students' names, and students answer questions designed to help them learn more about one another when their names are called.
This activity was designed for blind learners, but all types of learners …
This activity was designed for blind learners, but all types of learners can use it to understand general steps of setting up and running a small company.
Contains files to print and play SEEK!, a card game to help …
Contains files to print and play SEEK!, a card game to help students improve their information literacy - in particular, the ability to construct a search strategy.
"A vueltas con los juegos en el aula" es un curso modular …
"A vueltas con los juegos en el aula" es un curso modular sobre el aprendizaje basado en juegos, de una semana de duración y unas 8-10 horas de dedicación, dirigido a docentes de enseñanza secundaria que quieran especializarse en el uso de las TIC en su práctica profesional y docentes de secundaria que quieran formarse para desempeñar el papel de integrador de TIC en su centro educativo.
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