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 silly, snarky, serious, honest, misleading, and inspirational– just like people.
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.
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.