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The Gaming Instructional Journey: Make Life More Fun!
The gaming instructional journey: Make life more fun!

Superpower Summary and Overview

For most of our students, gaming is a part of everyday life. “Teens, Videogaming, and Civics,” a report published by the Pew Internet & American Life Project, states that 97% of American youth between the ages of 12 to 17 play electronic games regularly (Lenhart, 2008).

Kids love video games because well-constructed games increase motivation and engagement. Game designers can capture time, attention, and resources by putting people into a state of “flow.” Ralph Koster, a well-known game designer, writes, “With games, learning is the drug” (Koster, 2005).

As students increase the strength of this superpower, their ability to motivate and engage others will increase. They will create settings ...

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