Integrate game-based learning for 21st Century skills success!

Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide helps you build essential 21st Century skills using digital video games. Ryan Schaaf and Nicky Mohan provide a cutting-edge, research-based approach - built around time-honored instructional practices. Step-by-step strategies help you easily find, evaluate, and integrate digital games into your existing lesson plans or completely redesign your classroom.

This practical guide helps teachers use well-designed game elements to: Promote meaningful student buy-in; Create student-centered, collaborative learning spaces; Teach and assess 21st Century Fluencies aligned to Common Core State Standards; Address multiple intelligences using research-based strategies

Includes a detailed implementation outline, a revised Bloom's Digital Taxonomy oriented to game content, summarized notes, and a reading list for engaged, adventure-filled learning!

“This book is easy to read, offers strategies that are easy to implement, and inspires a sense of urgency for educators to modify our teaching techniques to include more gaming in our classrooms. It is useful for teachers of all experience levels.”

—Carrie Trudden, Educational Technology Teacher

Howard County Public School System, Clarksville, MD

“Schaaf and Mohan present gamification as a powerful tool for engaging learners and for the development of 21st-century fluencies, organized in levels as in the games it describes. This book is rich in resources for finding, evaluating, implementing, and designing classroom games.“

—Danea A. Farley, Associate Professor and Coordinator of Technology

Notre Dame of MD University

7: The Gamification of Learning: Gaming without the Game

7: The gamification of learning: Gaming without the game

Together, we can tackle what may be the most worthwhile, most epic obstacle of all: A whole-planetary mission to use games to raise global quality of life, to prepare ourselves for the future, and to sustain our earth for the next millennium and beyond.

Jane McGonigal

What Is Gamification?

Gamification is the process of adding game elements to experiences that are not inherently games. Karl M. Kapp (2012) modified the definition to fit an educational context and defined it as “a careful and considered application of game hinking to solving problems and encouraging learning using all the elements of games that are appropriate” (pp. 15–16). The digital generation has grown up ...

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