Category: Blog

Games to Prepare for Testing

April is a busy time of the year, and it also signifies that the school year will soon end. The end of the school year means one thing in the education field, review of all content material cover in the curriculum to help students prepare for their end-of-year projects and assessments. What is the best way to prepare students? Some teachers use review packets and drill practice worksheets. However, the best way to review the content and prepare for testing is to have students play games! 

At Dig-It! Games, we have numerous games that help students review standards in the intermediate and middle school grade levels.

 

Loot Pursuit: Early America is a great game for 4th, 5th, and 6th-grade students to practice math computation and U.S. History standards on Jamestown. 

 

 

Exotrex Episode 1 allows students to review concepts taught in Physical Science and Earth Science standards. 

 

 

Excavate! is a series of ancient civilization games on the social, cultural and economic standards of the cultures of Maya, Egypt, and Mesopotamia through ancient artifacts.

 

Games allow students multiple attempts where a state assessment/end-of-year test only gives the student one chance with the material. Games enable students to play with concepts and materials taught during the year in a quick, safe and easy way to help students practice and cement the information they are reviewing. For all students no matter the grade, there is a lot of curriculum covered in a school year, and a subject specific game can allow students to fail at concepts while practicing over and over again until the student and the teacher feel that they have mastered the concepts needed to pass the yearly assessments.

As the end of the school year nears to a close and those state tests draw closer, make sure your students are ready! Check out our games as well as others to help your students prepare for their final assessments!

 


Excavate! Mesopotamia

Looking for resources to teach your Ancient Civilization course? We are happy to present the newest game of our Excavate Series; Excavate! Mesopotamia. This game will engage learners with a simulation of an archaeological dig. Kids and adults will have fun exploring the sites of Ancient Mesopotamia and examining artifacts left behind by the people who lived there.

Develop map skills and learn about locations:

Mesopotamia means “the land between rivers” and this interactive game takes players through five different sites in Mesopotamia: Ur, Nineveh, Persepolis, Babylon, and Nimrud. Students discover the important historical figures, technological advances, and the important buildings from each of the locations. All information is found in the student’s journal which can be accessed at any point in the game.

Explore archaeological tools and information about dig sites:

Players choose the correct tool such as a sieve, pick, brush, or trowel. Each tool is explained, but be careful! If you use the wrong tool you might break or lose the artifact! Click or drag the tool around the pit to uncover an artifact from the area. Fun facts about archaeology can be found while you are digging. Students can learn more about stratigraphy, tools, and soil while they are playing.

 

Use deductive reasoning:

Students analyze each artifact by answering a series of multiple choice questions about the material, location, and function. If they are successful in completing all of the artifacts, the next location will unlock. Students are able to access all of the information about the artifacts by returning to their journal and reading about them. Example of artifacts included in the game are: The Royal Game of Ur, Stele of Hammurabi, the Tablets of the Epic of Gilgamesh, and a statue of Penelope from Persepolis.

How to use in class:

This is the perfect game to introduce basic archaeology and artifact analysis. It’s great to play individually or as a class to discuss culturally relevant objects from these ancient lands. Students are able to explore and take ownership of their own learning because they can also play at home and bring back information for class.

Comparing civilizations:

Use this game along with Excavate! Mesoamerica and Egypt to let students compare and contrast each civilization and their artifacts. This could be a great lesson when discussing where people settled and the tools they used and why. Look out for more locations to come!

Let us hear your thoughts!

Find the game here. Have an idea for an ancient civilization that you can’t find enough resources about? We’d love to hear what you’d like to see in a game! Send us an email or contact us on Twitter or Facebook to let us know what you think! Check out the full press release here.

 


The Power of Experiential Learning in Social Studies Class

Oregon Trail and Games Photo Credit: SomedayTrips.com

Gather a group of folks of a certain age and mention the word “dysentery” and an interesting thing happens: eyes light up and people talk animatedly about wagons overturning in the river, sacks of beans and bad choices that led to everyone starving. An odd response for such a horrible disease, but of course it’s the reference to the game Oregon Trail that evokes such a deep seated, emotional response. What is it about Oregon Trail that had such a profound impact on so many of us that we clearly remember the experience years later?

Oregon Trail stemmed from the realization that kids learn more when they are learning about real people doing real things. Although we as teachers all know that deeper learning happens when students see and experience life and culture, time and curriculum constraints often limit social studies classes to focusing on major events, dates and important people. With the recent focus on STEM (and STEAM), social studies has taken a back seat, further limiting teaching resources. At Dig-iT! Games, we believe this is a dangerous oversight: STEM is absolutely vital to our kids’ success, but kids desperately need the tools that social studies courses provide. Our students need to learn to analyze, categorize, process and communicate, and evaluate the motivation behind an action. These skills have become even more critical in our current environment, where opinions are often mistaken for facts.

Captured at High Desert Museum Bend Oregon Photo Credit: Somedaytrips.com

It’s All About Experiences

Part of what made Oregon Trail such an effective teaching tool was that it was structured as a game. Playing wasn’t about passing a test, it was about finding a way to get little Mary and her family to the end without a catastrophe. Embedded in that experience was a variety of important information: certain foods are more nutritious or more durable than others; wagons are complicated machines that needed as
much upkeep as a car does today; diseases were far more deadly in the past than they are now due to a lack of effective medication, etc. Learning was seamlessly blended with gameplay. Certainly, students learned about the dates the Oregon Trail was used, its geography and its significance, but they also had a first-hand look into the very real hardships of the people who used it. That emotional connection to historic events is extremely powerful, as evidenced by the number of people who remember what they learned from a short game they played as children decades ago.

The evidence shows that when one makes an implicit connection between information and themself, it is more likely the information is remembered later. Immersive games like Oregon Trail ask players, “What would you have done in that situation?” This is more powerful than just physically reading a textbook and absorbing the facts because of its emotional connection and cumulative learning effect. It forces students to draw on what they know and requires them to think differently about the information they’re receiving. They are able to see history as a story made up of patterns and repeating trends, not just a list of facts to memorize. That helps make the topic relevant to students and encourages them to apply those analytical skills to the world around them. When history becomes immediate instead of theoretical, it turns into an adventure instead of a chore. History taught in an immersive way helps students become engaged, excited and eager to learn more.

Why Use Digital Games?

As Oregon Trail illustrates, the value of a game is in what we take away from it, not in the game itself. It is in that individual engagement where electronic games win out over traditional games in a classroom setting. Digital games combine graphics, audio and movement into a coherent whole. These games are interactive and immersive, forcing the player to be truly invested in the outcome. Players are encouraged to strengthen weaker skills, while simultaneously taking advantage of their proficiencies. Electronic games level the playing field, allowing all learners to engage deeply and internalize ideas in the way that suits them best. So regardless of how a student best processes information, she/he will be able to learn the same thing as someone who operates differently.

Our educational system is, unfortunately, not designed for individualized teaching. The cycle of lectures, mass-produced textbooks and standardized tests emphasizes consistency and conformity. Digital gaming can change that.

Digital games provide an environment where kids can learn at their own pace and in their own way. It’s much easier to admit strengths and weaknesses when no one is watching. Games are inherently flexible; they encourage experimentation, trial and error and failure. In no other learning environment are kids encouraged to fail and learn from their mistakes, even though every teacher knows the best way to learn something is by doing it (and failing a few times). The immediate feedback in games lets players determine for themselves what they need to do differently, allowing them to internalize the lesson. Students can practice skills they feel uncertain about, or move ahead to new things while the teacher focuses on students who are struggling with a topic. When students are put in an environment in which they can learn their way without fear of judgment or penalty, they become what every teacher strives for: independent learners.

What to Look For in a Game

Effective educational games bear certain hallmarks that should be known and considered. Here are a few key elements to look for in a solid learning game experience:

Purpose-aligned learning. Learning games that clearly show a student that they can use what they learn for a future purpose instill a level of confidence and willingness in that student that makes teaching and learning look effortless. Such games are carefully developed; look for those clearly aligned to a future purpose for the student and never again hear ‘But when am I ever going to need to know this?’

Content area knowledge. The gaming industry is crowded with games of every variety. While zombies and guns are popular, what you are looking for are those games that actually help a student along an academic course in science, social studies, music, art, etc., because ‘Zombie Hunter’ is not a real job listing. Scientist, educator, project manager, curator, artist are all real-world possibilities and while standards are a great guideline, more importantly, the future is what we make it.

Opportunities to explore. In educating a child, their self-determinism, the opportunity for them to look in wonder and to make a choice, one that they feel may be correct or interesting or one that merely satisfies their curiosity, is precious. Games provide a unique opportunity for children to explore and investigate things that are specifically of interest to them. There is a certain pleasure in learning new things, and even in going over the familiar, especially when one is in control of that learning. Look for games that provide the student situations in which they can choose a path forward and in which they control the level and pace of exposure to new information.

Multiple cognitive skills to problem solve. Even simple games engage multiple skills. Shooting zombies involves coordination, strategic thinking, and often collaboration with other players. Those skills are important, but literacy, mathematical knowledge, and comprehensive understanding of particular content are more useful in the long run. Good games are cross-curricular; they combine two or more curriculum areas into an engaging whole. These games put students in situations where they must draw on information and skills learned in multiple classes, an ability that will serve them well in college and the job market.

We Need Your Help!

Oregon Trail was groundbreaking when it was first introduced and continues to be the gold standard against which all history games are measured, but digital games have improved dramatically since its first introduction in the 80s. Certainly, graphics are much better quality now, but the biggest shifts have come on the data side: games track progress and some games allow teachers to see the student’s progress so they can tailor lessons or extra work to specific needs. Games are also easier to make and to distribute, both a positive and negative change: more games does not inherently mean better quality games and it is still a challenge to find games that align to a specific curriculum. We need your help to continue improving the quality and variety of games.

First, we want to know what you are teaching and where the gaps are. Do you have particular content areas you wish you had more resources for? For example, we know there is a lot of coverage for the Revolutionary War, but not so many resources for teaching Mesopotamia or ancient irrigation. We want to make high-quality games that help you engage your students better and follow your curriculum. If you have ideas for games or would like to be part of a discussion about key areas of curriculum you think games would be useful for, please email our Education Team (elisab@dig-itgames.com).

Secondly, we know Game-Based Learning (GBL) can be useful in the classroom but measuring the success is often challenging. Some games provide no learning outcomes and those that do are typically in proprietary systems requiring educators to log-into and learn separate learning management systems. Learning outcomes from one vendor cannot be easily compared with other games as there is no core standard. We believe that there is a need for a unified dashboard that standardizes the collection, reporting and analysis of learning outcomes across the GBL industry. We have received a grant from The National Science Foundation to develop this standard and build a unified dashboard. We want to know how data collection in games (or lack thereof) affects your thinking about GBL and your purchasing decisions. Additionally, we need your help developing a universal dashboard that reports data from multiple products in a useful way for your needs. If you would like to be part of this exciting project, please contact us (info@dig-itgames.com).

We hope you will participate in one or both of these initiatives. With your help we can move the game industry forward and create better products that match with your curricula and meet your data reporting needs.

A former archaeologist and middle school teacher, Suzi Wilczynski is the founder and CEO of Dig-iT! Games®, an independent developer of interactive educational games for kids. Through a seamless blend of fun and learning, Dig-iT! Games seeks to foster the joy of intellectual discovery and inspire kids to think differently about learning.

 

 


How Social Media Can Improve EdTech

Being nerdy with Google Glass in 2015

As a full time teacher, you have way too much to do at one time. Too often educational technology tools are either suggested to or pushed on teachers as one more thing to figure out. This is incredibly frustrating and it doesn’t have to be. My name is Elisa and I am an education specialist at DIG-IT! Games.  I was (and still am) a huge advocate for educational technology. My prior roles in my education were as a high school Spanish teacher and technology integrator who ran some professional development opportunities for my colleagues. I was always interested in tools to make my class and teaching not only more fun, but also more effective. One of the most frustrating parts of this, though, was signing up for a new tool and then spending hours to figure out how it works only to find out that it just won’t work for you. I always thought to myself, “Well if they just changed this it would be PERFECT or “It’s too bad it doesn’t do that” and then I would write the tool off and go about my business. From my Twitter feed, I can tell that this is the frustration of many teachers out there. Since leaving the classroom, here is what I’ve figured out:

Edtech companies only work FOR TEACHERS. Without teachers, they will cease to exist. If some teachers somewhere aren’t using their product, the company will fail. This puts teachers and administrators in an amazing position. They have the opportunity to give feedback and have a hand in making products that are perfect and that they want to use. I know I never really gave this much thought while I was teaching (possibly because we have so much else to do, that writing an email to a company wasn’t a priority) and now that I’m trying to elicit reaction from teachers, I realize how important this process is.

The age of social media has made it so easy to facilitate customer service between clients and companies. Twitter especially has become a way to get instant help, feedback, or advice between teachers and companies. Since I am one of the people monitoring our Twitter account here at Dig-It!, I can honestly say that I’m so excited when teachers engage, ask questions, or just give feedback.

So here’s my ask to current teachers. Stop being silent. If you like a product, tell them why. If you hate a product, tell them why. If you have an idea for an improvement or a feature, tell them. Follow companies on social media and interact with them. You’d be surprised at the reactions you might get like early access to features or some other incentives. This is the only way that you are going to get the product you want and need. If you are trying to use a product and need help, reach out on social media. I know I’d be so excited to answer those questions.

Today signals the beginning of a long-awaited break for many teachers. I am less than a year removed from the classroom and I can still feel the excitement of having a few days off and coming back for what will be the home-stretch of the school year. I know that some of you will not touch anything related to teaching during this break and I know that some of you will be doing lesson plans at some point.

I challenge you to follow at least 1 company whose product(s) you use and try to interact with them. I will be on our handle (@digitgames) if anyone wants to chat about using educational games in the classroom. Also, I am doing some feedback and research on our game, Excavate, so if you’d be interested in helping me out, I’d appreciate it! We are also presenting at the ISTE 2017 conference and would love hear from you there.  Reach out on twitter, comment below, or email me to set up a time to talk about games in the classroom with one of our speakers.

 

Have a happy and safe weekend and if you are on break, enjoy it!

 


Women’s History Month #3

As Women’s History Month comes to a close, I am happy to share the story of our founder and CEO:

Suzi Wilczynski

Everything I know about entrepreneurship I learned from my mother.  Ok, that may be a slight exaggeration, but the fact is, most of what I needed to know to found an educational gaming company I really did learn from my mother, without either of us truly intending it.

My mom never developed a game, but she incorporated all the parts of good educational game design into her work teaching students with learning disabilities: building skills, measuring and rewarding progress, engaging all types of learners, and developing age-appropriate content and expectations.  Her example has helped me build games that are recognized by industry experts as seamlessly blending fun and learning and that fill a gap in the market for authentic, skills-based, interactive games that are tailored for how middle school students think and learn.

I learned many things from my mother, but perhaps the most important is one of the most basic qualities of entrepreneurship: perseverance.  My mom went from being a part time tutor to founding and running the Study Skills department at a prominent private school.  She believed profoundly in her mission and overcame many challenges and obstacles to accomplish her goals.  Her example was inspirational for me as I founded and grew my business.

I did not set out to be a business owner.  I started out as a teacher looking for a tool for my middle school classroom, but I couldn’t find one.  So I built it, thus starting my new career as the owner of a tech startup.

I founded Dig-It! Games because I want to change how history and science are taught.  My vehicle is largely archaeology, but my purpose is to truly make a difference in how we think about education.  I chose archaeology as a tool because it’s something I’m passionate about, but also because archaeology is a combination of science and humanities.  It’s my belief that if we introduce kids to the scientific process in a non-threatening way, they will have more confidence in math and science classrooms.  Through archaeology, we can teach kids how to think–how to analyze, think critically, process information, communicate findings–skills that are the building blocks of all learning.  Through my archaeology and history games games kids learn scientific process and historical analysis skills, while improving reading comprehension and building historical knowledge, all in a way that sparks their imagination and engages their attention.  Learning should be fun–Dig-It! Games is on a mission to ensure that it is.

To all the young women out there who want to pursue careers in STEM or who dream of being entrepreneurs: the best thing you can do is explore.  Try everything.  Try things that stretch your limits and push you out of your comfort zone.  Try things you think you’d never in a million years have an interest in—you might be quite surprised.  Explore multiple fields and experiment with new ones.  Think creatively about where you fit and how to best use your skills.  Not everyone is good at everything; it’s ok to decide something isn’t your thing, as long as you don’t give up on exploring other options.  A key thing to remember is that failure is part of the learning process.  So often we are taught that failure is a stopping point when in fact it’s actually the best way to grow.  We learn so much more from failure than from success, but schools, and society, are not built around that concept.  So don’t be afraid to try new things.  You will fail at some of them, but then you’ll pick yourself up, evaluate what you learned and try again.  The great secret of success is that it’s a process, there’s no straight line and every path is different.  You may have to try a lot of things and fail often to find your path, but as long as you keep at it, consider yourself a success.

 

 

 


The Women of Dig-It! Games Part 2

This is our second week of celebrating the women who work here at Dig-It! Games. We are enjoying this time to reflect and talk about the accomplishments of our coworkers. This week we have Melanie and Jes!

 

Melanie Stegman

The first thing you should know is I started learning to code in C# when I was 44 years old.  I learned some BASIC coding in high school, but our class spent weeks making a program that printed out a receipt like a cash register. I thought the whole process was stupid and boring. I knew that the Atari games I loved were created by programming, but programming is just memorization of a language written down by someone else. My 17-year-old self wanted to solve important, complicated problems. Real, important problems that required creative thinking were problems like: What causes cancer? What makes us feel stressed out? How does stress affect our immune system? Could we optimize our immune system to fight cancer better?  So I threw myself into biochemistry. I loved it. I worked every single day for 3 years, and then for the next 7 years I decided to always take at least ½ a day off every weekend.

Whenever I interacted with non-scientists, people always said the same two things to me: 1) You don’t look like a scientist and 2) I have no idea what you are talking about. The second statement bothered me more, because what I was talking about were things that effect everyone every single day: cells, receptors, molecules in our bodies. If no one understands what I am talking about, then no one knows what cold medicine, anti-depressants, or sugar does in their bodies. If no one understands what a typical biomedical scientist is doing in the lab, then no one understands that we really need more funding for biomedical research!  So, I decided the big complicated problem I would focus on would be teaching the average person how cells, receptors and molecules work. If everyone had this basic vocabulary then we could talk about health, the environment and funding for research much more clearly.

At the Federation of American Scientists (FAS) as the Director of the Learning Technologies Program, I conducted research on learning and confidence gains in players of the game Immune Attack. I published my research, designed and developed a follow up game called Immune Defense. Then the FAS decided not to work on learning games any longer. I chose to become an indie (independent) game developer because I wanted to focus on making games about cells and getting them onto people’s computers/devices.

So!  Age 44.  Starting a career as indie game developer, I learned repeatedly that game development is difficult and time consuming. I also learned (again) how difficult and time consuming writing grants can be. I started working at Dig-It Games in November 2016. Here at DIG we share similar goals: Make games that teach important concepts that people really enjoy playing. I enjoy it here very much. I am developing an RPG about dinosaurs and helping design playtesting sessions and analyze data about learning in our educational games.  My brain is challenged, my colleagues are a ton of fun, and I am learning new things every minute.

 

Everything I’ve done up to this point in my life allows me to be a valuable contributor to many different conversations in the studio. In my own time, I still work on my own molecular biology games; my work and personal goals synergize with each other. I continue to be a very happy “woman in tech.” And yeah, everyone still says I don’t look like a game developer, just like they used to say I didn’t look like a biochemist. Scientists and engineers on TV and movies still are usually men… the people doing the cool, meaningful things in stories are usually men. (Except for that fantastic Hidden Figures book/move!) The reason appearances matter is simple: tech and science (really anything you dedicate yourself to) will present a challenge sooner or later. Let me just tell you, it is a lot easier to ignore those voices of doubt when you have colleagues around you who treat you with respect. Find a place where people respect you, and don’t try to tough it out in an unfriendly environment. There are many places looking for people who enjoy solving problems, who help their colleagues face new problems. Wherever you are now you are gaining experiences that you can use in the future for solving new problems. Keep learning and keep looking for new jobs.

Just a thought, maybe we female tech people should wear shirts saying “This is what a game developer, graphic artist, QA expert, educational technical researcher, CEO looks like!”

 

Jes Mlyneic

After five years teaching, I sought out a new adventure and added working at Dig-It! Games to my resume, which allowed me to create educational games and help other teachers learn how to incorporate and use games in their classroom. By working at Dig-It! Games, I have had the honor of working with teachers on how to use games in their classroom and have presented at ETIS in Baltimore, Montpelier, and the National Conference for Social Studies. Most recently, I have been accepted to present at ISTE in June on Game-Based Learning. By play-testing Excavate, Loot Pursuit: Early America and ExoTrex: Episode 1 both in-house and at school sites in Maryland and Virginia, I have been able to build relationships with both elementary and middle schools teachers. In my game portfolio, I have worked on Loot Pursuit: Early America and ExoTrex: Episode 1 and 2. Today, I work as a second-grade teacher when I am not working on projects and curricular materials for Dig-It! Games. The world of education is always changing, and most recently, I have been accepted to begin my graduate certificate in Education Leadership from George Washington University!

 

 

 


The Women of Dig-It! Games

March is Women’s History Month – it gives everyone a chance to step back and take a look at how far women’s rights have come and how far we have to go. This is a reason to celebrate the accomplishments of women who have persevered and aspired to do great things. According to the Bureau of Labor Statistics, women only make up 25% of all computing jobs. We want to inspire more women in tech so we are featuring the Women of Dig-It! Games® in our blogs this month!

Elisa:

I started at Dig-It! Games in November 2016 so I’m still new. I have spent the last eight years teaching high school Spanish and decided to switch fields when I moved to Washington, DC. The switch to technology wasn’t incredibly difficult for me as I grew up around computers and was a Technology Integrator at my last school. My parents were both in the technology field and so my sisters and I never saw it as a strange world. I was lucky enough to grow up in an environment that encouraged me to do whatever I needed to reach my goals. As a teacher, I loved speaking with teenage girls about their futures and encouraging them no matter what the role.

Here at Dig-It!, my main focus of work is the educational content of many of the games, but I’m currently working on the Excavate! series. I also am involved in outreach and I love being able to still work with teachers and students. We recently hosted GRRL Tech – an after-school club for middle school girls interested in technology.

 

Ashley:

For as long as I can remember, being an artist has been the only thing I’ve wanted to do. I’ve never really changed career paths or aims—
being an artist has always been part of me, which is interesting since no one else in my family was ever interested in such a thing. Painting has always provided an escape, which is the big hook that always kept me coming back. I could create places, creatures and characters that people normally could only dream of, and video games similarly stimulated my imagination. I grew up on The Legend of Zelda series which introduced me to the fantasy genre (Lord of the Rings, World of Warcraft, and others), and I liked it so much that it has guided my art in that direction my whole life. Painting for me is all about creating interesting worlds, which would make working on video games a perfect fit, and so I committed to finding any possible way to do it full time.

Here at Dig-It!™, I get to do it as my job! I have worked on almost all of the games, but the image to the right is from our newest Excavate! game.

If there’s something you want to spend your life doing, work at it until you think you can’t any longer, and then work some more. Commit to this, and the world is yours.

 

Sara:

Growing up I was always pushed towards the math and sciences because I naturally good at them, but my heart always called to more creative pursuits. My mother gave me the wise advice that “If you do what you love for work, it’ll become your work and not what you love.” With that in mind I applied to engineering programs across the east coast, before coming across a school that featured a Game Design and Development major. Although heavily computer science based, the major also taught design, animation, 3D modeling, audio, and narration to name a few. I knew instantly that it was a perfect match: a field both technical and creative.

College was some of the best years of my life! Starting my freshman year, my major was 11% female: 22 girls to 220 boys. I would never have more than 4 girls in a core class, and my major’s labs were often entirely male. It might seem intimidating, but it really wasn’t. Guys are just guys and I balanced them out by joining a sorority.
Since graduating from college, I’ve been working at Dig-It! Games creating science and history video games. Due to the small size of the company, I’ve been able to be involved in nearly every process: Development, Design, Research, Script Writing, QA, and Production. I recently wrote the scrip I would definitely encourage young women to pursue a career in the technology field. Obviously computer science is incredibly technical and difficult, but so is becoming a doctor or a lawyer; so is everything worth doing!

 

 

Stay tuned next week for more about the awesome women of Dig-It!™

 

 


Can Spring Break be *gasp* educational?

It’s the bright spot at the end of a long, gray winter for millions of Americans – Spring Break. If you are looking for sunshine and clear, blue water then look no further than the Caribbean coast of Mexico. Cancun, Riviera Maya, and Tulum all are very popular locations for an amazing getaway. What most people don’t know is that this area is also incredibly rich in history and culture and offers a chance to explore an ancient civilization. Get a head start on that exploration by playing our games featuring ancient Maya!

While the area around Cancun is spotted with ancient sites, the biggest and most well known is Chichen Itza. It is a UNESCO World Heritage Site and home to the massive Maya pyramid known as El Castillo. You can wander the well-preserved massive complex of temples and ball courts and even catch a light and sound show every night. There are many tour companies and options to visit Chichen Itza and typically you can add in another site (Tulum, Coba, Ek Balam) . Be prepared as these tours are typically all-day affairs, but well worth it! Some of them will include tour guides, but some will not.

There is also a little-known site right in the Hotel Zone of Cancun called “El Rey”. The entry fee is a whopping 50 pesos (about $2.50 USD) and you can climb and explore all of the ruins. You can also pay about $5 for a guide to show you around and explain the details. This is a great option if you don’t have the time or money to go to a bigger site.

If you decide that this is a the right opportunity for you and your family, consider preparing your kids to see these sites and be even more engaged. Currently, Dig-It Games has 3 games about the ancient Maya: Mayan Mysteries, Excavate!, and Loot Pursuit: Maya. All of these games will let children explore the sites and artifacts. This way, they will have some knowledge of Maya traditions and the location even before setting foot at the site.

Allow your child to be the expert and guide you through the sites. The amazing part of game-based learning is they won’t even realize how much information they are acquiring. They’ll be so excited to show you what they learned! Check out our game store for more.


Explore ExoPlanets With Dr. Oluseyi

Dr. Hakeem talks to students at Roosevelt High School“If you can see it, you can believe you can do it, then you will do it.” This was just one of the many pieces of advice from Dr. Hakeem Oluseyi to students at Roosevelt High School (part of DCPS) in Washington, D.C.. Many of the students had played our game, Exotrex, in class and were excited to find out that Dr. Hakeem is the voice of Dr. Burke from our game! Many of the DC Public Schools (DCPS) do a great job of promoting STEM (Science, Technology, Engineering, and Math) careers and Roosevelt HS is no different. We were so thrilled that both Dr. Hakeem and our DIG-IT! Games senior artist, Mikel Wellington, were able to speak to these eager students as part of Black History Month.

Dr. Hakeem talks to students at Roosevelt High School


Dr. Hakeem’s resume is long and impressive. He holds a Master’s Degree and PHD in Physics from Stanford. He is an astrophysicist, cosmologist, inventor, educator, actor, and humanitarian. Currently he hosts
Outrageous Acts of Science on the Science Channel and is an Space Science Education Manager for NASA. By his list of accomplishments, it may seem that he has little in common with students from an urban school district, but nothing could be further from the truth.

 

Planetary Science Can Change Your Life


During two assemblies in the high school’s auditorium, Dr. Hakeem spoke about his tough upbringing moving around a lot with his single mother. He spoke to the DCPS students about dropping out of college because math was too hard and he didn’t think he could do it. When he finally decided to go back, he worked through every single calculus problem in the textbook to learn it. He emphasized setting goals and being persistent even thought other people may not believe in you. He discussed the stigmas involved in race and physical appearance and urged the students to look past what is expected of them to what they are truly passionate about. 

WormHoles, Time Travel, and Black Holes Can Lead to Career Goals

The teachers then chose a few students to have lunch with Dr. Hakeem and Mikel. One student walked in with a list of questions for the astrophysicist that included discussing wormholes, time travel, and black holes all of which Dr. Hakeem responded to enthusiastically. It was very inspiring to watch the students interact personally with both Dr. Hakeem and Mikel.

This is what Mikel had to say about the experience:

“What an experience to see the future of your craft reflected at you. That was the immediate personal reaction that I had attending Roosevelt HS this past Friday to speak to many of the young scholars there. One of the key aspects that we tried to focus on was the importance of setting goals and the follow through no matter what their passions are. It’s not only important to have a dream and to believe that it is obtainable with undeniable sincerity and drive, but to also move in that direction with the mentality that failure is impossible. One of the most important aspects of any type of artistic production is not just theory, but the actual act of doing that task. I spoke with a young man who had a passion for movies and wanted to get into film. The level of excitement that he had in his eyes and how he spoke to the things he wanted seemed to unlock with encouragement. For that young film maker, encouraging him to make films now with his camera on his phone, and free editing software in his free time was an avenue I don’t believe he had yet considered. This was enough to spark a level of focus and purpose that he hadn’t yet unlocked, and to me that was everything.

One of the things I realized when speaking to this wonderful group of kids was that they weren’t aware that even at this stage in their lives, they have the power to create right now. I’m very thankful for my time there and having the opportunity to share my life experiences with these young scholars. I can’t wait to see what they contribute to the world not only in our future tomorrow, but also today.”

Students at Roosevelt after hearing from Dr. Hakeem

Related Reading


Breakout of Your Old Lesson Plan!

What if there was a lesson plan that uses your curriculum to teach teamwork, troubleshooting, critical thinking and problem solving? Would you use it?  One of the newest activities for students to experience in the classroom is “Breakout: Edu”.

 

Have you experienced an “Escape Room” yet? If you haven’t heard about them, a team of people get locked into a room and must solve clues to find the way out of the room. The rooms are themed: Pirates, Indiana Jones, the 80’s, the 90’s, Harry Potter, and so on which only make the games more popular.

 

Educators have taken this idea and put it into practical use in the classroom. This changes the game from breaking out of a room to finding combinations to open a series of locks on a box to find a reward. This game lends itself to a wide array of skills for students such as critical thinking, collaboration, and creativity. BreakoutEdu is a company that sells inexpensive kits that include the box, locks, UV flashlight, and more but it is also relatively easy to buy your own materials.

 

The popularity of this game proves that this game can be a standard in a class where students are having fun and collaborating while applying their knowledge! They aren’t just answering trivia questions, they are actively using the information they learned in a class to achieve a purpose. The questions can be adapted to ANY subject or content area and mini activities can add depth and fun. It is also very easy to adapt this game digitally and let students play individually or in small groups.

 

This form of problem-solving has many teachers and administrators excited! There is huge potential in using breakout activities as performance-based learning. By pairing cross-curricular content with puzzles, riddles, questions and clues, teachers are able to build hands-on experiences where students can apply their schema, reasoning, critical thinking, communication and collaboration skills to show their mastery of the curriculum. This fantastic opportunity for engaging learning has even been adapted as young as kindergarten!

 

Here at Dig-It! Games, we love to see the intersection of learning and fun and applaud anything that can do this. Have you tried a Breakout in your classroom? What did you think?

10 Reasons to Play BreakOut Edu

Top 10 Reasons for Breakouts by Sylvia Duckworth and Maria Galanis

 

 

 


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