- Subject index
Turn students into learning superheroes!
Like we see in the movies, no two superheroes learn to use their powers in the exact same way. Each of your students has superpowers hidden inside, and you hold the keys to unlock them. With this cutting-edge handbook, you'll turn your classroom into a place where students don't just receive an education—they use their powers to create it.
Discover specific, ready-to-use instructional journeys designed to foster an inquiry-based, student-driven learning environment. Each research-based journey: Supports one of the six student superpowers: Wondering, Curating, Designing, Digital Inking, Gaming, and Connecting; Encourages students to think deeply; as required by the CCSS and NGSS; Includes step-by-step lesson frameworks, aligned with the Common Core, that fit into your regular day
Tear through the obstacles of achievement ...
Chapter 8: 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 ...