6 Matching Annotations
  1. Mar 2026
    1. stest way to acquire a basic design literacy. We recommend the following game titles, which range in playtime from 30 to 60 minutes.

      I thought this was interesting on where and how long recommended along with the recommendation of games they offered. One thing I would like to know or wonder? If this has changed over the last couple of years on how GBL is in the classroom? If teachers are using GBL in the classroom or they using other methods of games in the classrooms to help keep their students engaged in their learning.

    2. erious games (those created specifically to achieve academic goals and outcomes) and GBL (modified commercial games used to achieve academic goals and outcomes).

      I like how they explain the definition of the serious game and GBL games. I guess I never thought of them being different.

    3. To make explicit our focus, we are excluding digital games, trivia-based games (Jeopardy!), completion games (Bingo), and gamified activities (Quizizz, Kahoot, and Blooket). These games have their purpose in academia, but they are limited in their ability to facilitate instruction in the way that serious games or games-based learning deliver.

      How we as teacher can take simple games we have and turn them into GBL with a purpose and have an outcome connected to the learning.

    4. Games provide sites of exploration so that thinking becomes visible

      We can see the students excitement and enjoyment as they are playing and learning. They are learning without even realizing it.

    5. games are texts that present goals, challenges, choices, and feedback, and also elicit emotional responses

      Gives you a good idea why games are to be used in the classroom. Teaches the students more than we realize.

    6. spread awareness about these pedagogical practices and encourage teachers to utilize games as tools for instruction.

      Explains what GBL is and how it encourages teachers to utilize gaming for instruction.