Digital games and their place in the educational landscape has been a hotly debated issue. Despite the debate, one thing is clear, students love games. If educators can capitalize on that interest and excitement, games can become a powerful vehicle for learning.

This comprehensive guide published by  MindShift and written by Jordan Shapiro explores the benefits of using digital games for learning, provides strategies for selecting games, and includes examples of how educators are using digital games in the classroom. Ultimately, the goal is to use digital games to engage students and put them at the center of the learning in the classroom.

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The guide is organized in the following chapters:

 Introduction: Getting in the Game

Chapter 1: What the Research Says About Games and Screen Time

Chapter 2: How to Start Using Digital Games for Learning

Chapter 3: How to Choose a Digital Learning Game

Chapter 4: Overcoming Obstacles for Using Digitial Games in the Classroom

Chapter 5: How Teachers Are Using Games in the Classroom

If you found this guide helpful, I’d recommend MindShift’s “Teachers’ Ultimate Guide to Using Videos.”

If you are currently using digital games with students, please post a comment sharing your favorite digital games and how you are using them!

6 Responses

  1. […] Digital games and their place in the educational landscape has been a hotly debated issue. Despite the debate, one thing is clear, students love games. If educators can capitalize on that interest and excitement, games can become a powerful vehicle for learning. This comprehensive guide published by  […]

  2. I’m using the WoWinSchools curriculum with my 6th graders. They’re playing World of Warcraft to participate in the journey of a hero instead of just read about it. We just started!

  3. […] by Catlin Tucker"This comprehensive guide published by MindShift and written by Jordan Shapiro explores the benefits of using digital games for learning, provides strategies for selecting games, and includes examples of how educators are using digital games in the classroom. Ultimately, the goal is to use digital games to engage students and put them at the center of the learning in the classroom."  […]

  4. […] by Catlin Tucker "This comprehensive guide published by MindShift and written by Jordan Shapiro explores the benefits of using digital games for learning, provides strategies for selecting games, and includes examples of how educators are using digital games in the classroom. Ultimately, the goal is to use digital games to engage students and put them at the center of the learning in the classroom."  […]

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