Submrge: Meaning, Relevance, Games and Education


Why games in education?

  • Increasing research connects game play to increased student engagement and achievement.
  • Games meet the educator’s challenge of creating authentic and relevant learning environments in the 21st century. 
  • Games serve as platforms for launching creative and innovative learning experiences.
  • Games’ failures and successes in reflecting time periods, human identities, and geographic locations promote critical thinking and application of many curricula.
  • Games can be works of art and/or modes of social or political criticism (or even game criticism).
  • The modification and creation of games promote deep thinking processes and innovation.
  • Games can be sillysnarkyserioushonestmisleading, and inspirational– just like people.



Game-Based Education in Relation to Bloom’s Taxonomy: A “plog” is a piece of student writing about playing a game, a “glog” is a student-written evaluation or criticism of a game, a “mod” is a student modification of a game for more effective educational purposes.

Games are legitimate, relevant, and highly motivational. Using non-content specific and “off the shelf” games strongly support activities in the higher levels of Bloom’s Taxonomy, the HEAT Framework, 21st Century Skills, and the Common Core.


Game-Based Education in Relation to Bloom’s Taxonomy and the H.E.A.T. Framework

Do you have a game, activity related to games, or an idea for using a game or games in your classroom and would like to share it? Please do so on our Submit page.