Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills?
It’s often challenging for people to know which games and interactive experiences to choose to use in the classroom, or which games would work best for a particular audience or educational need.
For the third volume in the Learning, Education & Games book series, we explore 100 different games to use in the classroom and beyond, such as libraries, homeschool environments, afterschool programs, or camps. The list of 100 games goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as commercial, indie, PC, mobile, live action role-playing, VR (virtual reality), AR (augmented reality), and card and board games.
This reference guide includes 100 games that could be used for educating a variety of audiences, including K-12, preschool, and higher education. It also explores how games can be used to teach all different skills and topics, whether music and art, STEM and literature, social studies and culture, and writing and critical thinking. In each short chapter, we explore how real educators have used the game – what they taught and what they learned, their tips and techniques, and what worked and didn’t work.
The volume is edited and written by members of the Learning, Education & Games SIG (part of the IGDA – International Game Developers Association). This is the third book in a series of books on games and learning.