Learning, Education, & Games
Learning, Education, & Games
50 Games to Use for Inclusion, Equity, and Justice
Picking the right game can be an overwhelming process, as there are so many different types of games available and so many questions to consider. Who is the audience? What are the learning goals? We also want to ask how a game might (or might not) enhance belongingness and care for our students. Does the game represent the diversity of the world’s peoples, cultures, and stories? Does it foster an inclusive community?
For the fourth volume in the Learning, Education & Games book series, we explore 50 games to use for inclusion, equity, justice, diversity, and belongingness. The list of 50 games includes popular ones like Animal Crossing: New Horizons, Chess, Minecraft, and Among Us, as well as other commercial, indie, PC, mobile, live-action role-playing (LARP), and card and board games. This list is not exhaustive and is just one small contribution to an important field.
Some games in this guide are for preschoolers, elementary school students, middle school, or high school students, while others are for more mature audiences. These games could be used in classrooms, at home, workplaces, museums, after-school programs, or workshops—online, in-person, or hybrid format.
In each short chapter, we explore how real educators have used the game—their tips and techniques, and what worked and didn’t work. Each entry includes a summary of the game as well as a detailed explanation of how to use it in a classroom or educational setting.
Please use your discretion when choosing the right games for inclusion. The games in the book may not be suitable for an audience.