Articles Tagged with: game-based learning

Personalizing Learning with the Excavate! Series of Games

We are back this week with another blog post from a great educator, Samantha McClusky. She is a Special Education teacher in Searcy, Arkansas. Below, she describes how she uses video games to promote personalized learning in her classroom.


The Magic of Interactive Lesson Plans

Teacher uses Excavate! social studies games with special education students

I teach in a self contained special education classroom, for students with behavior and social issues. Students are grades 7-12, with varying levels of academic achievement. I always look for new ways to teach my students, that meet their diverse needs. I love finding interactive materials to use through the use of my Smart projector and computer.

Dig-It! Games has had many interactive learning games that we have used with great success. Just a couple of years ago I utilized the Mayan Mysteries game in my classroom. I use the game from one computer and project it using the Smart Projector. Students gather around the board and get up and take turns during the game, answering questions, discussing scenarios, and reading instructions. They take turns to complete sections of the game and work together as a group to solve puzzles and answer questions.

As I teach students with varying levels of academic achievement, participating in these interactive learning experiences really helps them achieve with a whole group effort and the individual input helps them have pride in the groups successes!

Using Video Games in Special Education

Teacher uses Excavate! social studies games in special education classroom

The Excavate! games are just great! My students take it in turns to excavate with the tools, read the instructions and questions aloud, answer questions, discuss ideas, and complete the journaling. They are learning so much, and ASK for me to teach them MORE! We continue the learning by connecting the Excavate! game to unit lessons based on the same country, time period, and culture. As a class we have explored Ancient Rome for example, continuing our discovery through reading of texts, watching documentary based film, looking at math and science connections, and discovering the world through geography and history.

The Dig-It! games are like a springboard that students stand on and then leap from to WANTING to discover MORE. Learning through the game based format really connects learners of the 21st century to education, and helps them discover things that they may not have been interested in by just reading a text, or writing a research paper! It brings the learning to their level and excites them to take the learning even further.


Want to Learn More About Our Educational Video Games?

If you want to find out how to use our educational video games in your classroom, feel free to reach out! We believe that the engagement and excitement that video games bring to education can open the eyes of even the most reluctant learner. Find our library of games here. Our Excavate! series consists of Rome, Egypt, MesoAmerica, Greece, Mesopotamia, and Byzantine (coming soon). Also check out our other blogs about interactive lesson plans for ancient civilizations.  Email our Education Team if you have any questions!

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Additional Resources for Ancient Civilizations:

Personalize learning using digital learning in 2017

2017 | A Year of Digital Learning                      


Snow Days, Game Days *Update*

February can be the snowiest month and this year is no different. Schools are more cautious than ever about student safety and this results in a ton of delays and cancellations. As a teacher, this can be incredibly frustrating as end of year testing is looming. As parents, you are scrambling to find something for you kids to do all day. Hopefully this post will help.

Communication tools for teachers on snow days

Communication tools for teachers

It’s easier than ever (almost too easy) to be in communication with the school community. These are some tried and true student/family communication apps:

  • Remind – After signing up for text message alerts, teachers can easily send mass emails to their families. It also has a chat feature (and there’s no exchanging of phone numbers).
  • Email – Teachers, if you don’t have your parents set up as groups in your emails, please do so! It’ll make your life so much easier!
  • ClassDojo – easy way to see information about the student and communicate with the teacher.
Students go out and play on snow days

Playtime in the snow!

We all have seen the research that says kids don’t get to play enough. Some of the best memories are made on snow days when everyone is snowed in together. So tell your students to get out there and build forts, throw snowballs, make snow angels and maybe do some science experiments. Then come back in and warm up with some indoor activities.

Our educational games can help teachers keep students on track on snow days

Let them play video games!

Last year we wrote this blog post for teachers about using video games to keep students active in material. Having a resources page on either Google Classroom or your LMS, or your website is always a good idea. Keeping it relevant to the current lesson is also a good idea, but not always necessary. Video games pass the time quickly and can encourage curiosity and love of learning. Check out our Excavate! Series of games to allow your student to become an archaeologist and also our ExoTrex series for the older kids.

Discover all our educational video games
Learn More

Enjoy the snow!

Having students show what they did and learned on their snow day can be so much fun and very inspirational to other students. Using a platform like FlipGrid or Google Slides allows students to share their experiences in their own words. We all know the importance of  fostering an environment of curiosity and fun so that students continue their love of learning.

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Teacher’s Game Review of the Excavate! History Series

As word about our Excavate! Series spreads, we have been honored to be in contact with amazing teachers who put it to the test. Below is the story of how we met our friend, Susan Honsinger, a gifted, computer, and math teacher at Saint Mary, a K-8 Catholic school in Fort Walton Beach, Florida. She also talks about how she uses the series with her students. Here’s her review of the social studies series.

Using Games in the Classroom

I first discovered Dig-It! Games in a workshop about game-based learning at FETC in 2015.  I was impressed at the demonstration of the Mayan game activities and thought, “This would rock in a social studies classroom setting!”  However, I was teaching other subjects at the time and didn’t get a chance to try it out.

Last spring, when brainstorming our 3rd – 5th grade gifted course outline for this year, I remembered Dig-It! Our gifted class this year meets once a week for 90 minutes, and the students have been exploring various ancient civilizations.  They’ve done research online and in books, and created posters about the elements that make up every civilization, and how those elements are found in their chosen civilization.

Social Studies teacher review for Excavate!

Social studies teacher review of Excavate!

Dig-It! Games’ Excavate! series – Mesopotamia, Rome, Egypt, Greece, and Maya (at that time, now MesoAmerica) – were a perfect way to get a little deeper into the cultures through exploring the artifacts that are dug up in the course of the game and they actually meshed with the chosen civilizations for our crew.  We spent some time near the beginning of our project playing through the games – with a little guidance, even the 3rd graders were able to easily navigate through the game.  They loved collecting artifacts and finding out more using the journal feature.

Teacher review of Excavate!

Teacher review Excavate

After we played the games, I left them available as a free time choice, and students tried out other civilizations!  I really saw the connections happening when our class started creating displays and “artifacts” from their culture to present later this year.  They were working with much more detailed, authentic visions of the items from their culture and making their own reproductions more detailed.


I really saw the connections happening…

Susan Honsinger, Teacher

I’ve heard students talking about artifacts they found and how those are used as they’re working on their projects.  One interesting note – we had a new student join the group, and the co-teacher suggested she play one of the Dig-It! Games to explore one of the cultures she was observing in the classroom.  She loved it, and a passing student said, “That looks even cooler than the Maya game!” (He had played an older version.) So the new games are noticeably visually richer just to someone walking past!!

Teacher review game Excavate

Teacher game review Excavate

I’m a fan of using games to reinforce learning, even if it’s bingo with order of operations on paper (which I did today with my 6th grade).  However, when something is really rich in information and visually engaging as well, that’s a double-win.  I see that the Excavate! games are embedded in student memory, and the facts and images they found there are being referred to in subsequent classes.  Playing these games solidified their learning in a major way, and I’m so pleased!!  I’d recommend any of them for a social studies unit, particularly from 4th through 8th grades.

Read More Excavate! Game Reviews

If this account hasn’t convinced you to try out our games, maybe last week’s blog post which highlights students’ feedback and reviews will. Please don’t hesitate to reach out (elisab@dig-itgames.com) for more information!

Learn more about our Excavate! series
Check it out

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More on Dig-iT! Games: We continue delivering game based learning products to social studies educators and students that make world cultures come to life in a fun and educational way.  Expand your world history lesson plans with games from the leader in ancient civilization education products.  Your students will thank you for it.


Experience Mesopotamia, Don’t Just Teach It!

Students often ask when they will use what they are learning in school or how a topic actually relates to their own lives.  This can be particularly challenging while teaching about the daily life of Mesopotamia over 5,000 years ago.

An image of a chariot, technology invented in Mesopotamia

We usually start with the contributions of the Sumerians, Assyrians and Babylonians.  They were amazing civilizations since they developed agriculture, invented the wheel, created city-states, organized militaries and laid down the law in the form of Hammurabi’s code.  We can even refer to top 10 lists of inventions that show that these civilizations were great and that they built the foundations of our modern life.  While it is obvious that we owe a debt of gratitude to their inventiveness, we still need to approach teaching these civilizations in a way that engages the modern student.

One approach is to focus on lesser-known aspects of these civilizations like the History Channel’s list of “9 Things You May Not Know About the Ancient Sumerians.”  You can impress students by highlighting that women were rulers, their cities were the size of modern cities and that they loved beer. However, in the end it may still feel like another list of irrelevant facts.

Another approach is to change how the information is taught.  Crash Course has created a great library of quick and informative YouTube videos. These can be used as a great preview at the start of a unit.  Their Mesopotamia video astutely proclaims that “an eye for an eye leaves the whole world monocular.”  You may grab student’s attention with pithy animation videos, but you may want to utilize interactive digital experiences too.

A stone image of Hammurabi, a king in MesopotamiaAlthough the selection of online interactives about Mesopotamia is not very robust, there is a variety in the types of experiences to be had.   There are basic interactives that essentially bring to life maps from Houghton Mifflin Harcourt’s textbooks.   There are also interactives that put students in the decision maker’s position like Philip Martin’s interactive Hammurabi’s code. In this interactive, students have to choose the appropriate punishment based on the codes.    The British Museum has an extensive interactive Mesopotamia site in which students can explore the geography, religion and technology of Babylonia, Assyria and Sumer.  Finally, students can also try their hand at playing the ancient game of Ur.

As you can see, there are many resources to engage your students online. However, all of these are missing a core component which is key to engaging students deeply.  Our understanding of history is always evolving based on new archaeological findings and the development of new scientific tools.  Why not engage your students in the process of discovering and debating what actually happened?

An image from Dig-iT Games' Excavate! Mesopotamia

History is discovery.  Here at Dig-iT! Games, we are committed to the discovery of history through archaeology.  We have just released Excavate! Mesopotamiaan interactive video game which provides a different way to look at Mesopotamian civilizations. The game challenges students to excavate artifacts, analyze them and then synthesize what they have learned. Students must closely examine artifacts and discover the purpose and significance of each one. This leads to a deeper understanding of the daily life in ancient Babylonia, Assyria and Sumer.

History is contested.  For example, new technologies have afforded insight into the possible role that shepherds played in trade in Mesopotamia. Previously, historians believed that nomadic shepherds were instrumental in facilitating international trade. They would travel widely in search of greener pastures for their sheep and goats.  But, new technologies have afforded new findings that are sparking controversy.  It’s possible shepherds actually stayed closer to cities to supply milk and fur and were out of the trade networks.  This article from Science Magazine highlights the debate. This is a great way to share with students the process of discovering history and the necessity of being critical of sources and processes used to reach conclusions.  Encourage critical thinking skills over the belief that history is a closed case!

We hope you find these resources helpful in engaging your students in the study, exploration and intellectual discussion concerning Mesopotamia.


2017 | A Year of Digital Learning

The 2017 Year in Review – Education Highlights

At this time of year, we reflect on the major events that have influenced our New Earth Planetlives and industry. Our news outlets will share their highlights of 2017 from weather to politics but there were also lesser known discoveries and events that should be remembered. NASA reported that there was a new planet that could support life and then there was the exciting finding of a new chamber inside the pyramids of Giza for example. There were also significant developments in the intersecting worlds of technology and education.

E-Learning Recap 2017

  • The hottest development was the expansion of Augmented Reality (AR) and Virtual Reality (VR) apps for the education marketplace. Students were transported to other worlds or dropped into the human body to explore its complex systems. There was also an increase in capacity for students to create in the AR and VR spaces with sites like Co.Spaces. Check out these 20 VR apps that had a big impact in 2017.

Virtual Reality in Education Games

  • Chromebook is now King and Queen! Cheap hardware with a suite of online, collaborative digital tools attracted schools to adopt Google as the #1 supplier of educational technology in 2017. This was not without critics who point to the fact that students are being shepherded into becoming lifelong Google customers as they transfer their school accounts to private ones upon graduation. Read More: “How Google Took Over the Classroom.”

Educational Games and chromebooks

  • Siri, Alexa and “Ok Google” have become common ways of interacting with technology and much of the Artificial Intelligence (AI) that makes these on-command applications work also has the potential to improve teaching and learning. Follow this link to read about 5 examples of how AI is being used in grading and tutoring applications to free up valuable time for teachers and improve the speed of services for students. We are incorporating AI into our new educational applications platform.

blockchain education technology

  • Blockchain (n0t to be confused with Bitcoins) made waves in 2017 with its use in the financial sector but it has great potential with credentialing and securing student records in academia. If you are not familiar with blockchain software, check out this great blog and video that IBM has created to explain it. While blockchain has not made its way into the K-12 classroom (yet), universities and online learning platforms are piloting its use and it has the potential to help bring digital badging and online diplomas to a universally recognized position in academia. Familiarize yourself with it now because it may have an impact on education very soon!

 

  • Dig-It Games made waves by building a revolutionary platform for data reporting from digital learning games. The platform is called Game-Based Learning Experience API or GBLxAPI for short. This National Science Foundation (NSF) funded project aims to build a reporting language for all video games to use to report student data as well as create a protocol for collecting and reading the data. It aims to streamline all data from various online-learning games and platforms so that schools and teachers can analyze data in a single dashboard owned by the school district (not the edtech companies). We made great progress this year and partnered with other game companies to implement it in 2018. Stay tuned!

Game-Based Learning

In 2017, many students had a lot of energy around getting a Nintendo switch and their parents expended a lot of energy expressing disappointment that Nintendo stopped selling the classic NES system. There was also major gaming news in the classroom. Kahoot released a great year-end review of the trends that they witnessed with their customers such as a surge of search requests for Math content, an increase in adoption of Google Chromebooks and a rise in the use of BYOD (bring your own devices) in many classes. Increases in BYOD is exciting news because it opens new venues of interactivity such as incorporating social media and virtual reality into the classroom. But an important aspect of bringing more hardware into the classroom is finding high quality games to play!

World History Game Excavate EgyptWe are proud to announce that Dig-iT! Games released 5 games in 2017 which will prove to be a valuable experience and resource for all World History classes. The Excavate! video game series extends our innovation approach to incorporating the STEM field of Archaeology into Social Studies and History courses by challenging students to dig up ancient artifacts and then analyze them for key concepts about ancient civilizations. We released Excavate! Mesopotamia, Excavate! Egypt, Excavate! Greece, Excavate! Rome, and Excavate! Mesoamerica. Each game is accompanied by high quality supporting curricular materials help facilitate each game’s use in the classroom. We also released ExoTrex 2 challenging students to search for a new planet like the one NASA found this year.

Exotrex 2 Science Education Game

Game-based learning and Gamification are both listed as trends in education for 2017 and beyond.  We are proud to be a part of this exciting development by offering a high quality and engaging game series. Contact us today to review any of our newest games!

Have a great 2018!


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!


Excavate Series Expands Greece, Rome and Playing Cards

Today, Dig-iT! Games formally announces the expansion and updated improvements to the Excavate social studies games series with six civilizations on world history. Existing civilizations Egypt, Mesopotamia and MesoAmerica have been updated with additional content and C3-aligned gameplay for an enriched overall learning experience. New civilizations include Rome, Greece and Byzantine (coming soon). Available on multiple platforms for desktops, tablets and phones, these games are designed by former middle school teacher and DIG-IT! Games CEO, Suzi Wilczynski, to take kids on archaeological adventures through time and around the world, that are both entertaining and educational.

New Playing Cards

The series has also been expanded to include Excavate! playing cards for classroom and family fun. Each card deck includes People, Places and Artifacts cards that complement the video game or can be played separately. This is a perfect way to get the conversation going without screen time. An excellent gift option for your child, grandchild or a favorite teacher to introduce the ancient cultures. Game decks are available for the Rome and Egypt civilizations. Standard game play is for 3 to 5 players ages 9 and above.

Six World History Civilizations

“We are pleased to be adding three new world history civilizations to this popular series and updating the content to align to C3 standards to make a more effective teaching tool” says Wilczynski. “Excavate™ provides a high-quality resource for educators across their full World History Curriculum and the new card decks add an additional option for cultural game play, creating a complete multi-media game experience for the middle-school classroom.

Read the complete press release here


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!


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!

 


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