Educational games are becoming more mainstream–here’s how to evaluate them
As educational gaming moves from a future technology to a practice found in more and more classrooms, educators are recognizing game-based learning’s (GBL) potential to engage students and help them prepare for future learning.
By ensuring that games meet certain requirements, educators will find themselves on the path to choosing an impactful game that goes beyond the typical drill-and-practice or end-of-unit reward game.
“It can be overwhelming, but as gaming becomes more mainstream and there’s more out there about it, educators will be better equipped to evaluate games and GBL,” said Dan White, founder of Filament Games, a member of the advisory board for Games for Change, and a founding member of the Games Learning Society at the University of Wisconsin.
(Next page: What makes a good educational game?)