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Digital Learning Gaming

Some Struggles Teachers Face Using Games in the Classroom

Although many educators are starting to see the potential of using digital games in the classroom, there is still several barriers they must overcome they are accepted as mainstream classroom tools for deep and meaningful learning. Katrina Schwartz at MindShift offers a teacher’s accounts of the challenges they face using gaming in the classroom.

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iStock

posted by: Ryan Schaaf

Original Source

Teachers have long known that making content more playful can be a great way to engage students and add diversity to classroom activities. As technology becomes an ever more significant part of modern classrooms, it makes sense that teachers are using video games for everything from teaching content, to keeping tabs on learning progress, and for skills practice. In a recent survey, the Joan Ganz Cooney Center found that 74 percent of K-8  use digital games for instruction in some way and 55 percent use them weekly.

While digital games are becoming more common, many teachers still use them primarily as supplemental material or as a reward when the “real work” has been accomplished, not as the main instructional tool. Many teachers are still skeptical that students will learn mandated content from digital games well enough to prove mastery on state exams.

TIME IS THE BIGGEST BARRIER

Tony Mai experimented with some digital games in his middle school English Language Arts classroom as part of a pilot project at William McKinley IS 259,  a junior high school in New York City. His principal chose him to participate because he’s comfortable with technology and likes to play video games himself. The game, The Sports Network 2, required students to take on the roles of employees at a media company trying to market a product to a younger audience.

In addition to the virtual gameplay, students had to do offline research on solutions they could use within the game. The Sports Network 2 is aligned with Common Core ELA standards but places the skills within the context of real-life tasks. “They had to read fake email and highlight important things on screen,” Mai said. “I saw improvement with students’ ability to figure out difficult vocabulary words using context clues.” He also said students stayed more motivated.

Still, playing the game took precious time and Mai slowly started to fall behind the other eighth-grade ELA teachers on the mandated curriculum. “It does take someone who’s willing to make sure the rest of the curriculum is covered while using these games in the classroom,” Mai said. Teachers are under a lot of pressure to make sure they cover a jampacked curriculum, and that can make any game feel like one more thing to do, something extra or supplemental.

“At the end of the day, if the teachers know that their curriculum already addresses all the other standards, then they won’t feel there’s a need for the game in the classroom,” Mai said. That’s why he thinks games that have robust data tracking and clear corollaries to standards will get the most teacher buy-in. “Teachers want to be able to see the gains that students are making on a specific skill and be able to link it to a specific question or part of the game,” Mai said.

The immersive quality of the game deeply engaged students and showed them how the skills they were learning applied to the real world, Mai said. But it was those same game qualities that made him worry that he wasn’t covering the basics. The more that a game maps exactly to the standards, the less game-like it becomes, he acknowledged, and the more it resembles educational software, not a game.

Concerns about time and explicit instructional standards being met are mirrored in the Cooney Center report. “Few teachers are using learning games of the immersive variety, the kind that lend themselves to deep exploration and participation in the types of activities that set digital games apart from more didactic forms of instruction,” writes Lori Takeuchi in the report’s executive summary. “Most teachers instead report using short-form games that students can finish within a single class period. While lack of time is a likely explanation, teachers may also find shorter-form games to be easier to map to curriculum standards.”

ADMINISTRATIVE SUPPORT

Heather Robertson teaches English language learners (ELL) in a K-5 school in Wisconsin.
The district has great access to technology — they’ve gone one-to-one with Chromebooks, but the devices are mainly used for what Robertson calls “worksheets on a computer.” She’d like those setting policies and vision in schools to recognize that while online testing may have brought the devices into schools, they can be used for far more than that. “We’re so focused on our testing and we’re not going deep in our learning,” Robertson said. “We’re just really trying to get through the surface of it.”

Robertson used to teach in a less conventional district in Madison where she had more freedom to explore different teaching strategies. “The most exciting thing is that research around ELLs shows that concrete experiences are the best way for them to learn,” Robertson said. But how can teachers give students concrete experiences of abstract ideas like government? Robertson has used the digital game iCivics to help give students that virtual experience.

“Games like that allow kids to interact in an almost concrete way that is very powerful,” she said. “They take on the role of the characters and understand it in a much deeper way than they would otherwise.”

That virtual experience, paired with conversation, can be very powerful for students who are having trouble accessing the content. “I believe what English language learners need more than anything is a lot of talking and interaction,” Robertson said. “Game-playing is actually a key component of that.” She treats games a bit like she would a text, scaffolding learning around gameplay, and using students’ excitement about the game to connect more meaningfully. Kids play the game for a while and then stop and talk about it with Robertson.

“I think [games are] best when paired with reflective conversation,” Robertson said. “It’s developing the awareness of what you’re doing. The only way to really develop metacognition is to have a conversation with someone who can ask Socratic questions.”

Robertson still uses games in her classroom, because she has support from her principal, but she doesn’t feel that same commitment from the district leadership. “Localized leadership allows me to use games during intervention time, but it’s not something that’s supported broadly,” Richardson said. Despite the barriers, she pushes on with the practice because she has experienced how motivated struggling learners can be by games and how much that inspires her.

But without support it’s getting harder to hold onto that conviction. For example, this year Robertson put MinecraftEDU on her supplies list and got it approved by her principal, only to have the request held up at the district level. Another time, Robertson was invited to help develop a game-based assessment by World-Class Instructional Design and Assessement (WIDA), an assessment consortium focused on English Language Learner growth. “Which seems to me like an incredible learning experience, but I was told no because I’d already used my three professional development days,” Robertson said.

It’s these experiences that make Robertson understand why so many teachers are reluctant to step out of line or try something new. Most teacher professional development focuses on the subjects that are tested — reading, writing and math — not tools like digital games that could provide a more engaging way of teaching those things. And teachers don’t have a lot of extra time to experiment and play with unfamiliar games, let alone find quality games that suit their needs.

There are some good game-rating sites now available, but too few teachers know about them. And, when districts are actively encouraging teachers to focus on prescribed curriculum, there’s little incentive to put in the time to play around and test out more immersive games.

The obstacles to widespread teacher adoption of games as the primary means of instruction are many, but despite the struggles, many teachers do use digital games creatively to push students to think critically. Those early-adopting teachers will be the ones to inspire and teach their colleagues about what works and where the pitfalls lie as this trend grows.

Categories
Gaming

7 TED Talks about Gaming’s Potential

TED Talks are an incredible resource for the classroom. Some talks are great for professional development for teachers, some are great for student resources, and many still are great  for demonstrating presentation/speaking skills to students. Laura Devaney at eSchool News shares seven TED Talks that explore the potential benefit of gaming and learning.

Minecraft Screenshot
Minecraft Screenshot

posted by: Ryan Schaaf

Original Source

These TED Talks highlight promising and inspiring concepts, including gaming in education

Every educator needs some inspiration now and then, and these days, such inspiration can be found online in just a few seconds.

The internet brings inspiring and motivational speakers and experts to anyone with a connection and an internet-ready device.

TED Talks are some of today’s most popular examples of the internet’s power to expand learning opportunities to all.

Each month, we’ll bring you a handful of inspiring TED Talks. Some will focus specifically on education; others will highlight innovative practices that have long-lasting impact. But all will inspire and motivate educators and students alike.

1. Gaming can make a better world
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.

2. Gaming to re-engage boys in learning
In her talk, Ali Carr-Chellman pinpoints three reasons boys are tuning out of school in droves, and lays out her bold plan to re-engage them: bringing their culture into the classroom, with new rules that let boys be boys, and video games that teach as well as entertain.

3. Your brain on video games
How do fast-paced video games affect the brain? Step into the lab with cognitive researcher Daphne Bavelier to hear surprising news about how video games, even action-packed shooter games, can help us learn, focus and, fascinatingly, multitask. (Filmed at TEDxCHUV.)

4. Massively multi-player…thumb wrestling?
What happens when you get an entire audience to stand up and connect with one another? Chaos, that’s what. At least, that’s what happened when Jane McGonigal tried to teach TED to play her favorite game. Then again, when the game is “massively multiplayer thumb-wrestling,” what else would you expect?

5. How games make kids smarter
Can playing video games make you more productive? Gabe Zichermann shows how games are making kids better problem-solvers, and will make us better at everything from driving to multi-tasking. (Filmed at TEDxKids@Brussels.)

6. 7 ways games reward the brain
We’re bringing gameplay into more aspects of our lives, spending countless hours — and real money — exploring virtual worlds for imaginary treasures. Why? As Tom Chatfield shows, games are perfectly tuned to dole out rewards that engage the brain and keep us questing for more.

7. The game layer on top of the world
By now, we’re used to letting Facebook and Twitter capture our social lives on the web — building a “social layer” on top of the real world. In his talk, Seth Priebatsch looks at the next layer in progress: the “game layer,” a pervasive net of behavior-steering game dynamics that will reshape education and commerce. (Filmed at TEDxBoston.)

Categories
Digital Learning Gaming

A Third Grader’s Plea for More Game-Based Learning

 

Listen to young Cordell Steiner makes a sincere argument for using video games in the classroom in this TEDx talk. His talk introduces two positive aspects of digital game-based learning teachers can take advantage of for deep and powerful learning. Thanks to the folks at MindShift for sharing this treasure.

 

posted by: Ryan Schaaf

Original Source

Third grader Cordell Steiner makes a pretty convincing argument for using video games in the classroom in this TEDx talk. He describes feeling more motivated to learn and master new skills because of his eagerness to beat his own high score or finish before the clock runs out. He says he used to be bored in class when his teachers had to slow down to explain concepts, but now each student plays games intended to help him or her with specific skills they’re trying to master. He even gives examples!

Check out his call to teachers, administrators, parents and students to think differently about education.

Categories
Gaming

Quantifying the Impact: An Interview with Dan Norton

Using digital gaming as an instructional strategy is being explored by many. Educators are attempting to leverage their students’ excitement to play digital games outside of school   by bringing them into the classroom. In this post, Joe Schmidt interviews Dan Norton, a founding partner and CCO at Filament Games. They discuss iCivics; a non-profit organization dedicated to reinvigorating civic learning through interactive and engaging learning resources. 

Screenshot of iCivics, produced by Filament Games
Screenshot of iCivics, produced by Filament Games

Original Source

Posted by: Ryan Schaaf

iCivics Teacher Council Member Joe Schmidt interviewed Dan Norton a founding partner and CCO at Filament Games who specializes in crafting educational game design documents and storyboards that originate from learning objectives. Here is their conversation on game based learning:

How did you get involved in creating games used for game based learning?

About nine years ago, I worked as an interactive designer at an online resource center in Madison that eventually partnered with the UW-Madison organization GLS (then called GAPPS).  That group was studying the effects of games and education and we got to work with them to get involved in game based learning. Combining what I had learned and my lifelong interest in games it was a natural fit.

Three of us saw an opportunity to make games that embodied the contemporary research about good games and learning, so we started Filament Games, and here we are today!

What does gamification in teaching mean to you?

I think as a term, it doesn’t just mean a development of reward system to what you are already doing.  I don’t believe that this [misconception] works and research tells us that just adding incentives doesn’t work.  If you are going to use games in the classroom, then you have to think about what you are adding as intrinsic rewards.  You have to develop ways of expressing learning objectives that have intrinsic values to them.  You can’t just add a reward to a boring lesson plan and expect it to work.  For example, with an egg drop activity, there are Newton’s laws and engineering  practices embedded in that activity, but there is a context with those objectives that allows students to be engaged and creative in the learning.  When you look deep enough into almost any lesson, you should be able to find the intrinsic motiving ideas for that lesson, that [motivator] can be tied to a gamified lesson plan.

What do you think are the benefits of using games to help students learn?

There are a bunch of them.  Games do a great job of helping more of the underserved students.  It is a different way to address literacy and hit different learning objectives. Filament looks to use games to help express: Identities– asking you to take on a role inside the game, allows different perspectives;Verbs– working towards a completion of a task; and System Thinking Rules and Principles– having to working within a set of rules.  These are all different ways that teachers are already looking to engage students.

How do you see game based learning evolving in the coming years?

I think what game based learning is good at is providing authentic assessments.  Games are the perfect way to assess learning objectives compared to taking a test.  In the future as we work towards more complicated assessment, I think that games will continue to evolve as the exemplar model of assessments that should be used.

What is your best example of how game based learning affected an individual/group/class?

Just about in every user test we do, there are always a couple students with a learning disorder or that traditionally underperform in the classroom and we see that they pull out all of the stops to play the game.  To try to pick just one is hard, because just about every time we have tested games, the students that seem to shine cover such a wide variety of student types.

How would you respond to someone that says, “They are not learning, they are just playing games”?

I would counter back that every game has value and the part of what we consider “fun” is just part of a learning cycle that takes place.  Games are naturally a learning engine.  When we no longer have fun, it is because we no longer find value with it.  Play is just an open learning environment and that is something that all living things do as part of a learning process.  The word “fun” is really just a code word for a learning in a game, and if that game is designed in such a way that the “fun” problems are aligned to learning objectives, we can create truly valuable experiences.

If you could tell teachers one thing about using iCivics games in their classroom, what would you say?

They shouldn’t just see iCivics as an arcade of cool Civics games, but rather as a robust and flexible curriculum that allows a great context for teaching civics far beyond the computer screen.

Joe (@madisonteacheris currently in his tenth year of teaching and is a dedicated life-long learner that works to support social studies teachers in his district.  He is looking to change the world one student at a time, and continue to look for ways to connect students and classrooms to the world around them through a variety of learning experience.

 

 

 

Categories
Gaming

The ‘Makers’ of Minecraft

Posted by Ryan Schaaf

No, this is not about the game developers of Minecraft (although they deserve accolades). The ‘makers’ refers to a movement picking up speed in the realm of education and society as a whole. It is not a new trend, as I helped my third graders construct race cars using household items over a decade ago. It is a trend that is being explored with its potential to bolster STEM education initiatives in classrooms and beyond.

The Maker movement is about creation. Whether the product is new or improved, makers are experiencing deep, engaging learning while using 21st century skills. According to Bloom’s Digital Taxonomy, creating demonstrates the highest level of thinking and learning, because we must utilize all other forms of thinking to create something new or improved.   So, what does the Maker movement have to do with a video game such as Minecraft?

 Makers are our Future

With STEM education being such a hot topic in schools, business, and the government, a resurgence of hands-on, brains-on manufacturing and engineering is reemerging.  What demographic is feeling the excitement of this resurgence? Children!

It has never been more important and exciting for students to learn the process of creating, tinkering, engineering, making and producing. The students of today will design the space ships of tomorrow, solve pollution and hunger, cure cancer and develop technologies we have yet to fathom.

Before a promising future is developed, teachers, parents and the business community must prepare the digital generation to excel at making. Video games like Minecraft can help

 Minecraft: The Maker’s Digital Playground

My son, Connor, is an active six year old with the mind and drive to make and create. Through my classroom experiences using digital game-based learning, I encouraged him to play Minecraft because of its educational potential. Connor was now in charge of a digital realm with unlimited space and pixelated materials to build with. He started off slow with minimal instruction or training. I monitored the amount of time he could play and adhered to the ‘hour of screen-time a day’ rule.

What I’ve seen is extraordinary. Connor has developed his own little world filled with underground bunkers, monolithic skyscrapers, oceans, buildings and vast landscapes built brick by brick. Everyday, Connor is excited to report his progress and share his plans with me. Jane McGonigal would be proud of his “blissful productivity”. 

Courtesy of C. Schaaf
Courtesy of C. Schaaf

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Digital vs. Non-Digital Making

Is reality-based creation better than digital creation? A few years ago, we might have given reality-based as our collective answer. However, technological innovation and disruption has a way of changing our minds at times. Nowadays, the digital tools are a great way to help conceptualize what to make before building it. Honestly, physical materials cost money and are often consumed after one use.  Digital materials in Minecraft are never scarce.  The game doesn’t penalize for constructing and deconstructing virtual products. Makers can simply build, destroy and rebuild without significant consequence. As a real world application, makers can duplicate their build using real materials.

Support and Collaboration

The potential applications for Minecraft in the classroom seem endless. Numerous Minecraft educational forums, communities and services have sprouted up to support teachers with the ambition and courage to introduce digital game-based learning into their classrooms.

MinecraftEdu.com

MinecraftEdu is the collaboration of a small team of educators and programmers from the United States and Finland. They are working with the creators of Minecraft, to make the game affordable and accessible to schools everywhere. They have also created a suite of tools that make it easy to unlock the power of Minecraft in YOUR classroom.

 Minecraft Wiki

The Minecraft Wiki is a publicly accessible and editable “wiki” for gathering useful information related to Minecraft. The wiki holds thousands of articles related to game play.

Minecraft is available here for a PC, on Xbox consoles, in Apple’s App Store and Google Play.

Categories
Gaming

Digital Gaming and Simulations: Real World Relevance and Classroom Applications

This post, originally appearing in Corwin Connects in June of 2014, is a tie-in to Making School a Game Worth Playing: Digital Games in the Classroom; a book written by myself and Nicky Mohan examining the potential of using digital games and simulations as instructional tools. Below you will find several suggestions for implementing digital game-based learning into your K-12 classroom.

Angry Birds Space : Rovio
Angry Birds Space : Rovio

Posted by: Ryan Schaaf

Original Source

Do you remember back in school when you were learning something and wondered why you were learning it? When would you ever use ancient world history, or exponential equations, or that dreaded algebra? When I was a freshman in high school, a student asked my teacher how they would use imaginary numbers in the real world. Sadly, my teacher didn’t know the answer off the top of her head. She had to ask the math chair for the answer. The next day, she informed the student with the good question that it was used in electrical engineering.

Do you think this student from my academic heyday was interested in imaginary numbers afterwards? Do you feel the teacher made a positive impression on the relevance of this topic?

Every concept must be immediately relevant to students. They must see that one day, when the situation calls for it, they will use what they are learning in the classroom in their future experiences. The classroom must prepare students for the real world.

How can teachers bring this type of real world learning into the classroom? Learning through scenarios, simulations, and practical applications – situated learning experiences are the key to establishing relevance for students. How can teachers implement this intense focus on embedding curriculum into real world situations?

One of the teaching approaches teachers can embrace is using digital games and simulations during instruction. Games and simulations are rich in scenarios and have an amazing ability to embed information into their storylines or gameplay. With so many digital games and simulations available across numerous platforms such as web browsers, tablets, computers, and handheld devices, teachers have a wide crop of games to choose from.

Here are five strategies for teachers to embrace digital games and simulations for deep and powerful learning.

 Set Up a Scenario

This should be a fun and creative scenario to establish interest, relevance, and a connection to the concepts students are learning. For example, if a teacher is instructing their students on dividing numbers, then use a scenario such as cutting up apples for a pie or slicing pizza pies. Here is a game that students can play that aligns with the apple-cutting scenario mentioned above. Click here to visit KidsNumbers.com.

Although some storylines may be silly, bizarre, and complete fantasy, many of the embedded scenarios student gamers will find themselves in will be engaging and mentally transferrable to the real world. In other words, if an alien is measuring something using the metric system, the students will focus on the concept and mentally suspend the storyline for a brief moment. By doing so, the student will experience the information or accomplish the challenges set forth by the embedded assessment tactics of the game. The student gamers resume their gameplay unaware of the deep learning and assessment occurring during their fun— engaging in the digital game-based learning experience.

Use Questioning and Subject Discussions to Connect Gameplay to Lesson Content

The connection between in-class instruction and the gaming and simulation experience will be clumsy and an uneasy transition without the help of questioning and classroom discussions. These questions and discussions can occur naturally before, during, and after the gaming and simulation experience. For example, the teacher is asking questions such as, “Why must the apples be divided up equally? Why does the number start large and end up small in the quotient? What does each number represent in the problem in relations to dividing up apples? What other situations can you think of where division would be needed?” Teachers must remember to vary the questions they ask according to Bloom’s Taxonomy.

Use Strategic Classroom Observation to Differentiate Instruction

The digital game or simulation is not a teacher; it isn’t even a person. However, it will keep students engaged during the learning and practice portion of a lesson. Teachers must use this valuable time to observe student performance and use the gaming and simulation time to reteach students that may be experiencing difficulty with the concept. This also promotes the opportunity to differentiate instruction for students that are gifted or having learning challenges. Another potential strategy is to form a buddy system. Pair students that are academically strong in the lesson to a struggling learner. This form of peer coaching will help the struggling learners by providing a learning buddy to assist them with questions.

School/ Home Connections

If you are tired of the ‘death by worksheet’ mentality when assigning homework or recommending extra practice to parents for their children, send the name of a digital game home that matches the concepts they are presently learning at school with directions explaining how to access it. *It is important to be cognizant of the students’ access to digital devices at home. Teachers must try to select games accessible to all devices.*

The ‘Center’ 

Many classrooms have an area devoted to center activities — either a place students go when they are finished with their work or a station they visit during a subject activity block such as Language Arts (stations may include: Reading group, writing center, listening center, etc.). Most classrooms now have a desktop computer connected to the internet. Teachers can easily find and curate digital games and simulations for students to use independently during centers time. They must simply teach students how to access the list of digital games they will use at this learning station.

These strategies will help teachers (and parents for that matter) leverage the engagement and motivation students have for playing digital games in the context of learning with digital gaming. The only real potential implementation mistake teachers or parents may face is pretending digital games will teach their child or student. As wonderful as games and simulations are, they are not teachers and never should be treated as such. Teachers and parents must use digital games and simulations in the proper manner — as valuable learning tools.

Ryan Schaaf

Ryan Schaaf is the Assistant Professor of Educational Technology at Notre Dame of Maryland University, and a faculty associate for the Johns Hopkins University School of Education Graduate Program, with over 15 years in the education field. He is the co-author of Making School a Game Worth Playing.

Categories
Gaming

6 Ways To Find Video Games You Can Teach With

Digital games are being touted as instructional tools with incredible teaching in the classroom. Written by Ryan Schaaf and posted on March 15, 2014 via TeachThought, the article describes 6 strategies teachers, administrators and even parents can use to find potential digital games for learning. 

Minecraft: Image Courtesy of C. Schaaf
Minecraft: Image Courtesy of C. Schaaf

posted by:  Ryan Schaaf

Original Source

Many people, whether young or old, male or female, introverted or extroverted, love playing video games. Why is this form of media so enticing for such a wide range of people?

The constant feedback and reward, the visual and audio stimulation, the player interaction, the variety of genres and game types, the rich storylines, and the opportunities for competition and collaboration are just a few of the enticing reasons players come back for more.

The Video Game Phenomenon

By 2016, global video game sales are expected to exceed 80 billion dollars a year. In Apple’s App Store and Google Play, the #1 app category downloaded to mobile devices such as smartphones, tablets, and media players is games. Whether using video games as a learning tool or a digital babysitter, more parents are exposing their children to digital games at an earlier age.

If you visit a restaurant, grocery store, or shopping mall, then chances are you see more and more children using their parent’s devices for hands-on, brains-on gaming experiences.

Digital Games: Teacher-Approved

More and more educators are turning to video games to engage their students in hands-on, brains-on learning. The Joan Ganz Cooney Center in collaboration with BrainPOP published Teacher Attitudes about Digital Games in the Classroom back in 2012. The report summarized the results of a national survey of 500 K-8 teachers using digital games in their classroom. Some highlights from the survey data include:

* 70% of the teachers agreed that using digital games increases motivation and engagement with content and curriculum.

* 62% of teachers indicated games make it easier to differentiate lessons for the wide range of learners in their classroom.

* 60% of teachers observed that games foster more collaboration amongst students.

* Negative classroom experiences using digital games were below 10%.

Further evidence of positive teacher attitudes towards digital games is also present in the 2009 PBS report Digitally Inclined Teachers Increasingly Value Media and Technology. The report, summarizing the results of a national survey of almost 1,500 teachers, indicated teachers are making significant progress in adopting digital media in schools.

Teachers value many different types of digital media, with games and activities for student use in school topping the list at 65%. Despite their popularity with students and teachers, it is a struggle to find digital games relevant for instruction.

These six strategies might prove useful when finding instructional digital games.

6 Strategies To Find Video Games You Can Teach With

1. Google It

This might seem too good to be true, but in most cases teachers will hit pay dirt. Using a search engine, enter content-specific search terms to find browser-based games. Search terms like “probability interactive digital games” or “food chain interactive games online” produce a robust list for previewers to choose from. In many cases, these digital games are free.

2. Skim App Stores

The App Store and Google Play now contain over 1 million apps each and the number is growing exponentially. More and more educational gaming apps are added each day. With BYOD initiatives and the popularity of tablets in schools, this strategy can provide an assortment of educational games for students to use in class.

Making it a habit to skim these sections, and even following a service like Humble Bundle, can be an easy way to find new games as well.

3. Use PC Platforms: Steam, Green Man Gaming, And More

The 1980s provided the first PC games. Where in the World is Carmen SanDiego, Number Munchers, and The Oregon Trail were just some of the digital games from the dawn of the personal computer. Nowadays, there are many popular titles specifically designed to be instructional; targeting specific learning objectives. Despite the decline in desktop computer sales over the years, personal computer games are still immensely popular and relatively easy to install and use with students in an individual, small-group, or whole-group manner.

4. Use Accessible, Popular Video Games

This might be a hard sell for some administrators, but it has been done before with success. In 2010, Learning and Teaching Scotland in partnership with Futurelab conducted surveys, interviews, and observations of console gaming in the classroom.

The study found students and teachers enjoyed the learning experiences present in game-based learning and offered opportunities to engage in activities that enhance learning. Although there are many obstacles to implementing console gaming in the classroom (namely content, violence in gaming, and money), students will be enthralled with the amazing graphics and immersive storylines present in professionally-produced commercial games.

5. Use An RSS Reader

This is a great way to discover new content, and can take just a few minutes a day. Set up your feedly (or other RSS reader) to grab articles from rockpapershotgun, ign, joystiq, and others to get a constant feed of info on video games that you can skim, save, and delete at your leisure.

6. Word Of Mouth

The power of sharing is alive and well in the field of education.

Teachers enjoy sharing new strategies, tools, and instructional approaches with others, because the pay-off of helping colleagues and/or students succeed is rewarding. Using new tools or instructional materials invigorates the classroom and the practice of teaching. Due to the abundance of digital games and the unlimited potential for teacher creativity in lesson planning, ideas will only spread and evolve.

Conclusion

The digital generations go home and tune in to a wide variety of media. Schools should not be a place they turn-off their digital lives. Educators will fail to reach them in the digital and media-rich reality they are growing up in. It is essential to use the tools of the digital generations to stay relevant in their ever-changing, never-static existences.

Digital games can be a tool with limitless potential for learning.