Gaming with the end
Gaming should be part of student learning through
thoughtful planning and pedagogy
Eq: How is gaming important for student learning?
Eq: How does one integrate gaming effectively
Why games? (or
21st century skills,
Inspire student learning and
Develop digital age learning
Model digital age work
Let's play a game
Expedition the game (google it!)
How far can you get in 5 minutes
Be ready to discuss your experience: share
results, strategies, frustrations
What happened in the game?
What content and skills could be learned?
What difficulties might arise?
What do you like about it?
How could you extend and apply knowledge beyond the
In class application?
Skills and drills
Contextualize other learning
A whole unit!
Unit on 5 themes
Students set goals
Tracked progress, short class
Summative assessment grade
based on goal
Bbc Climate challenge
critical thinking, information
Eu--events and technology in history have shaped beliefs and
cultures in various ways
Focus on creative thinking, critical thinking, information fluency,
collaboration, managing complexity...
Kids play tutorial
Set goals, use civilopedia to develop goals, reflect
Mini-lessons: Diffusion of Buddhism//diffusion in Civilization;
Golden age of Islam//Golden ages of Civilization;
Played it many hours....
Saw various connections to standards
Parallels to British Imperialism in India
More fun and different then previous units
Readings done outside of class
Mini lessons and reflections on game
Content activities and learning tied to game
Final project combines both
Let's do it!
An Approach to Using
Find them, try them (play with a partner!)
Analyze them (fitability, usefulness, skills, content...be open minded!)
Plan them (instruction/assessment)
Introduce them to students
Debrief them (important)
Playing Games in School:
Formative and/or summative
Be deliberate in the learning objectives, but not too constrictive
Focus on enduring understandings, content standards,
approaches to learning, 21st century skills
Use questions and rubrics
Feedback: teacher and student
Betrus, Athonky K. & Botturi, Luca (2010). Principles of playing games for learning. In A. Hirumi (Ed.), Playing Games in School:
Video Games and Simulations for Primary and Secondary Education (pp. 33-56). Eugene, OR: International Society for
Technology in Education
Bolkan, J.V. (2010) Playing Games and the NETS. In A. Hirumi (Ed.), Playing Games in School: Video Games and Simulations
for Primary and Secondary Education (pp. 33-56). Eugene, OR: International Society for Technology in Education
Ray, B., & Coulter, G. A. (n.d.). Perceptions of the value of digital mini-games: Implications for middle school classrooms. Journal
of Digital Learning in Teacher Education, 28(3), 92-99.
Watson, William R. (2010) Games for Social Studies Education. In A. Hirumi (Ed.), Playing Games in School: Video Games and
Simulations for Primary and Secondary Education (pp. 33-56). Eugene, OR: International Society for Technology in Education
Whelchel, A. (2003). Using civilization simulation video games in the world history classroom. World History Connected, 4(2),
Retrieved from http://worldhistoryconnected.press.illinois.edu/4.2/whelchel.html
Digital gaming on Scoop It
Let's connect and learn
asbunplugged.ning.com group: Gaming with the
end in mind