Blog Archives

Were the Greeks the First Gamers?

Interactive Narrative as Game

The Iliad and the Odyssey are part of the Western Literature canon but primarily written down in book form. This belies their original format which was recited, edited, embellished and improvised epic poems performed in front of a rapt audience. They were a seamless combination of entertainment and education much like today’s educational video game! Add the fact that a driving narrative delivered the lessons and knowledge and now you can really see how ancient epics have similarities to learning games.

Exploding the Castle This comparison is brilliantly made by Roger Travis of University of Connecticut in his article (“What Homeric Epic Can Teach Us About Educational Affordances of Interactive Narrative” pgs. 19-37) published recently in Exploding the Castle: Rethinking How Video Games and Game Mechanics Can Shape the Future of Education. Travis’ article not only explores the interactive nature of sharing epic poems but also highlights how their use in Greek theater expands the nature of their interactive power. The messages, lessons and epic journeys get reframed and improvised to keep audiences engaged through surprising twists and turns and reframing of comfortable tropes much like how a video game progresses through various levels.

My favorite assertion is that Socrates was indeed a gamer!

Socrates was a gamer. My research suggests that he and his fellow Athenians played the stories of Achilles and Odysseus every time they heard them because we always play adventure stories, whether we hear them or read them or watch them and whether we have explicit, if fake, control over some portion of the story or not. Remember that every choice you can make in a digital game is programmed into that game’s software, and remember that every choice you can make even in a tabletop role-playing game must fall within the rules. If it works better for you, though simply imagine Socrates and is friends playing Achilles or playing Odysseys at the end of his life those games became even more interactive as Socrates chose to become a new Achilles. (Travis Page 22)

We read and perform these epic poems for their powerful stories of the human condition, insight into historical events and because they have powerful narrative structures. We are constrained in how far off piste we can go with content as we rework them but they are inherently engaging and we read them over and over again. Much like a good game compels the player to replay, rework and master a technique or level. When we play today’s video games, we may be taking part of a tradition that started a lot earlier than we had imagined!

Lasting Influence…Even in Game Play

The Greeks have had a significant influence in our culture and it is evident in our architecture, live theater, form of government and now even our video games. Why not learn more about these cultural influencers by playing a video game about them?

Socrates the Gamer

Dig-iT! Games has recently released our Ancient Greece title in the Excavate! video game series. Students excavate real artifacts that are primary sources that students analyze in order to draw conclusions about the daily life of ancient Greece. Excavate! Greece challenges students to compare and contrast the lifestyles of Athens and Sparta, dig deep into Greek religious practices while exploring Apollo’s Temple at Delphi and explore the life of world class athletes while excavating Olympus. It is an engaging and fun way to learn about and build on the ancient tradition that Socrates also enjoyed: the interactive narrative!

Try Excavate! Greece today and give it to your loved one who has to find an engaging way to get his or her students interested in ancient Greece after the holidays!


Guide to Holiday Gifts for Teachers

Gifts for the holidaysAsk a teacher what gifts they want for Christmas and they might smile and say any of the following:

  • A snow day
  • Longer prep period
  • To use the restroom whenever they want
  • To reach that one student that needs help

Obviously, none of these options can be bought or wrapped, so let’s discuss some viable options to show your appreciation for someone who does so much for your child.

Gift Options

  1. Water bottles are useful gifts for teachersGift Cards – I know a lot of people don’t like to give gift cards because it seems a little impersonal. However, gift cards to coffee shops, Target, or Amazon can be used to buy supplies for the classroom (or for themselves).
  2. Reusable water bottles or travel coffee mugs – Nice water bottles and travel mugs can get pricey very quickly. Find ones that are insulated and don’t leak so they can throw it in their bag without fear of soaking students’ papers!
  3. A Donation – Many teachers are turning to crowd-sourcing websites to fund projects and supplies. Check out donorschoose.org, adoptaclassroom.org, or classwish.org.
  4. A personal gift – It’s great to get to know the teacher and their interests. I once received a knot blanket from a student that had my university’s logo on it. It’s one of my favorite gifts to this day.

The holidays can be tough.

Parents have enough to stress about over the holidays and this shouldn’t add to it! Teachers sincerely appreciate any gesture no matter how big or small. If your budget or time doesn’t allow for a gift, IT’S OK! A nicely worded note or email is enough. Not to mention, those notes of thanks are great year-round!

There can also be a big difference between elementary teachers and high school teachers. It’s much easier when your child only has one teacher versus 7 or 8. Don’t feel pressured to buy a gift for EVERY teacher, but do try to be discreet about giving the gifts out.

The perfect gift for the history teacher!

The Excavate! Card Game could be your gifts for teachersHave a history teacher to buy for? Or have a child that loves history? Check out our Excavate! Card Game. It’s a great way for students to make connections with ancient artifacts. Buy a few decks to make sure the entire class can enjoy! Check them out here!


Computer Science Education Week

Computer Science Education Week

Computer Science Education Week was December 4-10 this year. This annual celebration focuses on the importance and promotion of computer science classes in US schools. According to their website, csedweek.org, there are over 400,000 computing jobs available in the country right now and only 42,969 computer science students graduated into the workforce.

Working at a video game studio can definitely make one see the importance of this subject and the wide-ranging effects it has on daily life. Our office ranges in background from computer science majors to philosophy and education majors. Even with this range, computer science makes an impact on all of us.

Here’s what some of our team members had to say:

“Computer science helps me think logically, in life as well as at work. Because a computer only does exactly what it’s told, computer programmers must be very precise in their language, syntax, and style. This analytical mindset is beneficial for a number of real-world skills, including verbal and written communications, long-term planning, and problem-solving. Computer science is powerful because it’s given me the tools to succeed in many aspects of life.” – Reuben, Junior Developer

“Computer science allows me to create anything in the world I want … artistically… imagine that.” – Mikel, Senior 3D Artist

“In the dark pre-Internet days, I fell in love with programming in early high school after finding a book on how to program real time computer graphics on my family’s primitive computer, and went on to earn a BS in Computer Science in college.  Computer Science is a very detail oriented discipline where you create computer programs to instruct the computer on how to improve a complex system or how to efficiently solve a complex problem.  For me, Computer Science is fun because every day I get to create complex systems, solve abstract problems, and design engaging experiences for players in games.  Also, I really enjoy being a part of a team with other talented programmers, designers, artists, and educators that all strive to make really engaging games for our players.” – Jesse, Senior Developer

“Both of my parents were computer science majors and imparted the interest in technology and education on me. I wouldn’t be where I am today without them. ” – Elisa, Education Team

Promotion of Computer Science

In an effort to promote computer science, Dig-iT! Games often hosts field trips from student groups who want to see what we do every day. These experiences can really open the eyes of students who think that a career in computer science is boring or out of reach. If you are a teacher and are interested in a field trip (either in-person or virtual) please don’t hesitate to reach out. Check out our about page for more information about what we do and our mission-based philosophy.

 

 

 

 

 

 

 


Strong Showing at NCSS!

Dig-iT! Games had a great showing at the recent National Council of Social Studies (NCSS) conference in San Francisco (November 17th-19th).  Our staff presented on topics that are not only recent studio initiatives but also integral in furthering the field of game-based learning.

Stuart Claggett presented the research we conducted with the National Science Foundation on creating a universal data reporting standard for games and digital learning experiences.  He presented on the vision of a universal adoption of data protocols that would not only make it easy for games to report learning events to teachers but also the potential of a school or district to collect and amass all learning data in one location.  This will increase the ability to compare and contrast the value of digital learning tools while protecting student data.  Stuart had great follow-up conversations with game companies and school districts interested in student data privacy afterward.

Elisa Bartolomeo-Damon presented about the power of object-based learning with ancient artifacts and with Dig-iT! Games’ video games.  She demonstrated the “Describe-Interpret-Evaluate” process we not only incorporate into our games but also our supplemental curriculum materials.  This was not only a great reminder to social studies teachers about how artifacts are primary sources but it also was an engaging introduction to our newly released Excavate Card Game. She inspired many teachers to head right to our booth afterwards to pick up their free deck of cards to practice object-based learning in a game format on their own.

Chris Magnuson presented on a new concept from our studio of building a matrix of games to play in order to compare and contrast ancient world civilizations.  The concept entails building a core game for aspects of each civilization like architecture, religion or technology and then customize each game to highlight the unique characteristics of each civilization studied.  We had a small turn out (thanks to a Sunday morning slot) but the conversations afterwards about game-based learning were rich and insightful.

We also had a great time hosting our booth in the exhibit hall in which we presented our newest Excavate! series of games.  Teachers had fun playing Excavate! EgyptExcavate! Greece, Excavate! Rome or Excavate! Mesopotamia on laptops or iPads.  They also reviewed the accompanying curricular materials and were introduced to the Excavate! Card Game as a great group-based review activity.  The booth was busy with a lot of traffic and here are a few things that were overheard while interacting with the crowd:

Teachers participated in our Twitter Contest by taking photos with artifacts and making connections to them. “Teachers today and teachers in Rome liked their wine!”

“You have World History content! Sweet!” 

NCSS had many booths that connected to American History and civics but we were surprised to learn that we were one of the only booths solely devoted to Ancient World History.  Many teachers commented on how grateful they were to find rich game-based learning resources for this era of human history.

“This will make my unit on Mesopotamia so fun!”

As teachers played our Excavate! video games they repeatedly mentioned how our games would make the teaching of ancient world history fun and engaging.

“Wait there is more?!” 

Teachers were impressed with the Excavate! video games but as we walked through our supporting curriculum materials with them their eyes widened as they saw concrete ways to incorporate our lessons into their classes.  They saw that we thoughtfully created lessons that could be used verbatim to prepare students to play and also record their learning afterwards.  But as we showed them our Excavate! Card Game as an extension of the video game and the curricular materials they remarked about how there were so many integrated materials to support student learning.  We felt like infomercial sales representatives adding so much value with additional product…but wait there is more!

“That really helps with student-to-student discourse.”

We are proud of our Excavate! video game series as it challenges students to explore ancient world civilizations at their own pace, but we wanted to make sure that we build opportunities for students to review and demonstrate learning in a cooperative group setting as well.  We created the Excavate! Card Game to facilitate rich review discussions among students which was not lost on our booth visitors as one of them remarked how it helped with student-to-student discourse.

“My colleague said I had to come by here!”   

One of the things we heard often, and are most proud of, is that teachers either were brought to our booth by others or were sent to see us.  Word of mouth was evident and we welcomed it at NCSS and we also welcome more of it!  If you came to our booth or would like to share your experiences with Excavate! drop us a line.  We are excited to hear more about how you are using it in your classes and schools. Email Chris and Elisa of the education team info@dig-itgames.com


World Space Week 2017

World Space Week iconThis week marks World Space Week which runs from October 4th to October 10th. The theme of this week is “Exploring New Worlds in Space” which, according to their website, “…serves to inspire the World. It puts as a focal point astrobiology missions like New Horizons (NASA’s first mission to Pluto and the Kuiper Belt)” They also mention projects like Space X and Lockheed Martin’s Orion Multi-Purposed Crew Vehicle which all look to explore human interaction and inhabitation of space.  

This year we saw the dramatic Grand Finale of the Cassini space craft after a 13-year run orbiting Saturn, its moons, and rings. The craft was launched on October 15, 1997 and spent 7 years on a journey that took it near Venus, Earth, through the Asteroid Belt, around Jupiter, and then finally reaching orbit around Saturn. That was just the trip there!  

ExoTrex 2 is perfect for World Space WeekCassini also dropped off the Huygens Probe onto the surface of one of Saturn’s moons, Titan. This was the first time a craft had landed on the surface of an outer solar system world. The probe showed scientists a landscape that looked very similar to Earth’s with rivers, volcanoes, shores, and seas. However, the liquid is not water, but methane and ethane! 

Other discoveries included an ocean under the frozen surface of Enceladus, seven new moons, new images of massive storms at the poles of Saturn. After years of orbiting Saturn, power was beginning to run low so the team made the decision to send it into a death plunge. Scientists were worried if the power ran out that the craft could smash into one of the moons and cause damage so they decided to plunge it into Saturn’s atmosphere where it would burn up and lessen any potential damage.  

Our space exploration game, ExoTrex 2, uses some of the information we learned from the Cassini mission. In ExoTrex 2, players explore Venus, Mercury, and the moon Titan. They perform experiments, one of which is landing a rover on the surface of Titan! They must balance thrusters against the gravitational pull to accurately land it and then explore the cryovolcanoes and landscape of Titan to figure out if it is suitable for life. 

World Space Week was recognized by the UN General Assembly in 1999 and celebrates the effect of science and technology on the world each year. We support these initiatives and hope that our ExoTrex series can help to spark interest in these fields for the future generations. 

 

 

 


The Total Eclipse is a Start

Millions of people will look skyward today to witness the solar eclipse. The orbit of Earth and our moon have never been on so many minds at the same time.  During this event, we are experiencing something together on Earth as a united humanity.

ExoTrex and the eclipse

Exotrex2 – Dig-It! Games

Space has fascinated people from the dawn of time. People from the past spent nights gazing at the heavens and creating meaning from the milky way. For travelers, stars were used as guideposts.  Ancient civilizations used them to predict seasons, align temples and marvel at the periodic events like the eclipse we will soon witness today.  Not only do we witness this collectively today, we also connect to our ancestors who were sometimes deathly frightened by events like solar eclipses.

Our understanding of what is happening today comes on the shoulders of ancient and current astronomers. Over the course of lifetimes, they studied and observed space.  No longer are we fearful of what we are about to observe.  In fact, we are welcoming this once considered sign of doom-and-gloom.  We here at Dig-It! Games® are also excited to be witnessing this rare event and one of our colleagues has been walking around with eclipse glasses in his pocket for weeks in great anticipation!

Space and the eclipse

Exotrex2 Dig-It! Games

We have many people to thank for our current understanding of space and we have been fortunate at Dig-It! Games to have teamed up with an amazing astrophysicist in the making of our game Exotrex™.  Dr. Hakeem Oluseyi is an accomplished astrophysicist, cosmologist, inventor and currently an educator working with NASA who became the voice of our main character Dr. Gerald Burke.  It was great to work with him on the first episode of Exotrex and also to introduce him to students at Roosevelt High School in Washington, D.C. to share his love for science and his life’s journey!

Exotrex challenges students to train as astronauts in preparation for an epic journey to find a new planet after life on Earth has become unsustainable.  It is an exciting and challenging program that prepares students for this harrowing mission.

Gameplay from ExoTrex

Exotrex2 Dig-It! Games

However, the fun and challenge does not stop there!  It is with great pleasure that we announce that Exotrex2™ is now available for you to play!  Continue the quest to find a new planet for humanity by traveling to Mars, Titan, Mercury and Venus and explore the physical and chemical composition of each destination.  Collect your evidence and report your findings back to Dr. Burke.  Carefully land probes on distant planets, navigate land rovers to collect planetary samples and analyze their chemical composition all while exploring the entire solar system!  It will get you up in the stars much like our ancestors would have liked to do and much like many of us would like to do on a day like today!

After you watch the eclipse, get inspired and journey through space by playing Exotrex2 Today!


More Than They Bargained For…Reflections From Our Summer Interns

“Back to School” signs in stores around town are one indication that the summer is fast coming to an end, but another signal of the changing of the seasons is that we have to say goodbye to our amazing summer interns!

As a mission-based game studio, we not only make games for educational purposes but we also see the process of game design as an educational endeavor.  This summer Matt, honed is coding skills while working with the development team and Haley did a tremendous amount of research while working with the education team.

Here is a recap of their experiences in their own words:

My name is Matt Schneider, and I will be a senior at St John’s College High School in DC in just a couple weeks.  Since I am interested in going into the Computer Science field I decided to look for an internship that would get my foot in the door.  I was a beta tester for Dig-It! Games this past year so I applied for an internship here to get more coding experience.

 

Going into my internship at Dig-it Games, I expected to be helping out in some projects or other small things. I did not expect the amount of responsibility and work that I have had, but I have enjoyed it a lot. I learned a lot about both the developing aspect and the team aspect of game design. I learned about programs, such as Git with Source Tree and Text Mesh Pro, and improved my coding ability within Unity.  My project was to reskin and improve an existing match 3 game. I had to work with the project’s previous code, while also writing new code.  I designed the game with another developer, Reuben, and together we brainstormed new ideas to include in the game.  I also experienced what it is like to be making a game with a team: having meetings about the game, feedback from testers, and a professional and dedicated art team.  I had to create art lists, implement all the new art, and give feedback on it.  My favorite part of my time at Dig-it games was seeing the positive feedback and the excitement from others about the game I created.  I really enjoyed my summer at Dig-it games and am thankful for this opportunity.

 

 

My name is Haley, and I am a rising junior at George Washington University, majoring in Archaeology. I have been working at Dig-It! Games for over a year but this summer I have been working in the office, rather than solely from my computer back at campus. Working in-house has been a great experience that I wish lasted longer than a three-month summer. Dig-It! Games is an exciting workplace that thrives on collaboration and I like being a member of that dynamic. There are three main departments: development, art, and education. I work within the education department.

 

As an intern in the education department, I mainly research the games we are creating, such as Mesopotamia or Egypt. The type of research I do ranges from finding what is being taught in schools to actually looking through different museum databases to find artifacts. Finding artifacts is one of my favorite parts of the job; it is like a big treasure hunt. I am usually given a list of ideas or parameters that we want the list of artifacts to fulfill, but the tricky part is that we don’t know what specifically is out there. There have been many times where I have as many as 12 tabs open all with different types of clay figures trying to find the right one. I probably have looked at hundreds of various artifacts over the summer!

 

 


“The Vikings Aren’t Coming:” A Recap from a Summer School Game Design Workshop

By Kenny Reddington , Guest Blogger and Teacher at Robert Frost Middle School 

Last summer, a mutual friend, Dr. Alana Murray, offered to introduce me to some guy named Chris Magnuson who worked with an educational video game company called “Dig-It! Games.”  I cannot lie; with a name like “Magnuson,” I pictured him being a Viking—and who could pass up the chance to meet a real-life Viking who designs educational video games?

 

Chris offered to come to Robert Frost Middle School’s extended year program (EYP) and let our students test pilot a few new games that Dig-It! Games was working on at the time, and this seemed like a great way to get my kids to stop playing Pokemon Go (remember that?) for a few minutes and possibly even learn something in the process.  We agreed to two meetings where the students would beta test the games and provide feedback on their experience.  Dig-It! Games would then consider the feedback they received and refine their games based on the students’ input.

 

I got to meet Chris (who is, of course, not a Viking) and his colleagues, and I got to see firsthand how much my students enjoyed piloting the games, providing feedback, and retesting the games after Dig-It! Games made updates from their input.  We had the beginnings of something here.

 

Flash forward.  This year, my school decided to re-structure our summer literacy class and partner with Dig-It! Games to provide a curriculum that was fun, interactive, and educational.  In addition to purchasing and playing their learning games, we wanted the three-week class to center around peer-to-peer discourse and critical thinking skills.  Our goal was for students to generate game ideas (original or existing), design paper prototypes, and create narratives to serve as their games’ storylines.  Once done, the students would present their finished products to an audience.

 

In addition to working with Chris, Dig-It! Games’ Jessica Mlyniec and Elisa Bartolomeo-Damon designed and implemented instructional sessions for our students, one to be delivered each week of the course.  The first session revolved around piloting and evaluating video games, the second focused on creating narrative driven, goals-based video games, and the third session focused on student presentations and eventually became “Frost Game Con 2017”-an event for summer students to showcase their work to our administration, students, and Dig-It! Games.

 

The kids really enjoyed the program, and the framework allowed them opportunities to be creative, solve complex problems, and design a product that they were proud to display.  The students’ games at Frost Game Con 2017 varied from adventure games to maze-themed games to strategy-based games focused on world domination.  Not only was it a great experience to see the kids’ faces as they showcased their games and served as experts, it was a blast seeing the faces of our convention goers as they learned the rules and played the games.  Everyone had a terrific time and the kids learned a lot in the process.  We even had one group of students who went beyond paper prototypes and created their game so it was computer ready.

 

Working with Chris, Jes, and Elisa has been a great experience for the RFMS extended year program.  We created a high interest, interactive program that allows us to move towards our school improvement plan goals.  And the best part?  The kids had fun.  And the other best part?  We still have room to enhance the program even more!  (Based on our students’ feedback, of course.)  I am already looking forward to collaborating with Dig-It! Games again in the future to refine the summer EYP literacy program.

 

Now, if only I could get Chris to create a Viking game.

 


Preparing for ISTE 2017

By Chris Magnuson

Speaker badge for ISTE 2017The International Society for Technology in Education (ISTE) is a nonprofit organization that supports and trains educators to integrate technology into the classroom and inspires educators to become leaders in educational technology (EdTech).  The ISTE Conference and Expo is an amazing event that welcomes close to 18,000 educators, administrators, EdTech visionaries, and industry leaders to share and learn from each other. This year the conference will be held in San Antonio, Texas from June 25th – 28th. We’re looking forward to attending ISTE 2017!

We are proud to be among the select few individuals and organizations who will be presenting at this year’s conference.  Our session kicks off the conference early Monday morning with a hands-on workshop entitled Become a Game-Based Learning Guru.  We will share important information to justify using games in the classroom, a useful Game-Based Learning (GBL) rubric, and an opportunity to design a game that fits the curriculum that you currently teach. The rubric helps to evaluate the effectiveness of educational games. We will be using games from the Dig-It! Games library to illustrate our points as well as educating attendees on trends in GBL. It will prove to be a fun and engaging workshop.  Register today!

As we prepare for our own workshop, we also need to keep an eye on the many social events and sessions that we would like to attend.  Time is tight so a good plan will help us make the most of the conference and expo.  Here are the sessions that we have earmarked for attending:

Social Events:

Start networking a little early on Sunday night and learn about implementing ISTE standards in your products and classroom at the  ISTE Standards-Aligned Resources Networking Mixer.

Monday night join Dig-It! Games at the ISTE Game Night to play games!  We will be hosting a table with our games and offering game giveaways.  This will be a great opportunity to meet the GBL community attending ISTE as well as play some fun games!

Tuesday night will be an opportunity to see how students and teachers are using games in the classroom by watching creatively narrated video game sequences in the EduMachinima Fest 2017.

Keep an eye out for impromptu breakfasts, coffee meet-ups and some late evening talks at local bars and hotels.  Be sure to sign up for all relevant ISTE communications when you register to learn about the myriad social opportunities while at ISTE 2017.

GBL Sessions:

There are so many great GBL sessions at ISTE this year but here are a few that we think are definitely worth attending:

Put Augmented Reality in your STEM – Learn about augmented reality and how it can be used to engage learners.

Simple, Curricular-Aligned Games in the Wild  Legends of Learning presents a published controlled study showing that building games off of the curriculum teachers use and offering a variety of games for each learning objective increases lesson retention and student engagement.

Certified BrainPOP Educator Showcase – Certified BrainPOP Educators will share the ways they’re putting GBL content and features to use. You’ll hear real-life anecdotes about everything from assessment to PD to game-based learning, from a diverse range of educators.

Invite Students to be Players in the Game of Learning – Collaborate and experience gamified learning. Find out how gamification can create students who are persistent problem-solvers. You’ll leave with tools to gamify your own curriculum.

Helping Teachers Use Game Play Data for Formative Assessment and Differentiation:

Findings from a pilot study with six middle school science teachers who used a video game about argumentation for 1-2 weeks in class will be presented. The discussion will focus on how teachers interpreted game play data to make inferences about student learning and make changes to instruction.

Beyond Pokemon: Virtual and Augmentative Reality for STEM

Virtual or augmentative reality is here to stay! Now, how do we use it for meaningful instruction? This session will focus on VR and AR to develop social competence in the STEM classroom. Yes, skills to problem solve, learn cooperatively and work in teams.

Virtual Environments and Games & Simulations Networks Playground: Escape the Ordinary

The Games & Simulations and Virtual Environments networks will provide a scaffolded experience using augmented reality, virtual reality, games and simulations. This will take a project-, problem- and challenge-based focus allowing participants to play along with an escape room challenge theme.

Game Design as a Catalyst for Learning

Find out how to use game design to let students explore their interests, passions and curiosities as they become creative and innovative and practice thinking outside of the box. Learn to create transdisciplinary learning opportunities that give students voice.

iDigFossils: STEAM Integration through 3D Scanning, 3D Printing, and Paleontology

So you have a 3D printer…now what do you do with it? iDigFossils is a collaborative project between educators and the University of Florida that provides open-sourced, NGSS-aligned K-12 curriculum using 3D printed fossils. By leveraging 3D technology, these lessons allow students to become scientists.

Game On: Breakout EDU and the Changing Landscape of Learning

This session starts with a look back at where we have come from in games – especially through the lens of educational technology – and then looks at Breakout EDU as a path forward to a more intrinsic and student-focused education.

Digital Content and Games: Where the Rubber Meets the Road

This panel unpacks customer needs and industry innovation surrounding digital content and education games through dialogue anchored by publications by the Center for Digital Education. This engaging conversation includes voices from district leaders in the field as well as thought leaders and content providers.

It’s hard to believe that the list above is not comprehensive!  There are many other GBL posters, panels, workshops and connections happening and we hope you will be able to make it!

If you are coming to ISTE 2017, please let us know and we would love to connect with you and share what Dig-It! Games is developing for SY 2017-2018.  We are looking forward to building partnerships with schools and teachers for input on our games as well as opportunities to share our GBL learning practices and playtest some of our games!

Jes and I are looking forward to presenting at ISTE 2017 and preparing for a very successful conference filled with new connections, insightful EdTech conversations and strengthening existing partnerships.

 

Drop us a line and we will see you in San Antonio!

Chris Magnuson – chrism@dig-itgames.com  – Twitter = @cromagnuson , @DigItGames

Jes Mylniec – jesm@dig-itgames.com – Twitter = @jmlyie

 

 


Summer Gaming List

Could you save the world this summer?  Discover a new civilization? Or even explore the universe first hand?

We know you can!

Summer is here and it is time to keep the learning going! Summer reading lists are being circulated now with carefully chosen books to support reading gains over the concluding school year and a stepping stone for opening discussions at the beginning of school in the fall.  There can be a significant amount of down time in the summer for children which is the main reason why summer reading lists have become a part of our summers today.  We encourage students to read all summer long but also, don’t neglect to curate your own summer gaming list too!

Picture this: A child seated by himself reading a book under a tree’s shade on a hot summer day.  A hundred feet away, under the shade of another tree, is another child seated by herself playing a video game on a tablet.  In Everything Bad is Good for You, Steven Johnson argues that there is an inherent bias in promoting the reader’s activity as enrichment while deriding the gamer’s activity as wasting time.

They are both seated by themselves engrossed in other worlds.  But one is more acceptable than the other.  Johnson argues that we need to be open to changing the bias against video games.

A good reader will be actively reading by predicting what comes next, recognizing foreshadowing, but they will always be responding to a fixed narrative.  Whereas the video game player is making decisions that impact the outcome of the game, accomplishing short term and long term goals, and depending on the game, may very well be interacting with other players in creating and reimagining the world in which they inhabit.  Johnson argues that this may potentially be more intellectually rigorous…but it all depends on the content and the structure of the game.

This summer, read through that reading list, enjoy those summer evenings of staying up late and reading by flashlight and exploring new worlds.  We also encourage you to grab a video game that is educational and enriching and one that will engage your mind on multiple levels.  Who knows you very well may discover a new home for humanity, discover a new civilization or explore planets you never knew existed!

We here at Dig it™ are proud of our library of educational games that we encourage you to add some or our games to your summer gaming list! Looking for more games?  Check out the library of games hosted by Games for Change.

Finally, if you are looking for another book to add to your reading this summer, why not pick up Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us SmarterWe bet it will start some interesting conversations as well!


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