Articles Tagged with: game-based learning

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.

 

 


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

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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

 

 

 


Memorize the Solar System!

What is the best way to teach students about the solar system? As an instructor, what instructional methods might you choose to present the content? The traditional method chosen is to have students read about the solar system from their science textbook or do you choose to utilize Game-Based Learning? The first method can be dry, impersonal, and depending on the year it was published, inaccurate. Some instructors will infuse text readings with primary sources, such as articles, videos, and photos from or about space to help students visualize and understand the content better. These additions will supplement and heighten instruction to encompass visual, spatial, linguistic and auditory modes of learning.

After teaching about the solar system, many students are required to show proficiency on an assessment or project. To prepare for this, one method chosen by students is to make flashcards. This form of learning or memorization only works for some students; one such proficient example of this form of learning is the brilliant four-year-old Brielle. Watch her here on the Ellen Show!

But as all seasoned teachers know, flashcards are not a tool that works for all students. What all students need are hands-on experiences that allow students to explore and apply the new information found in their schema. Now, this can be hard to do while learning about the solar system, being that the closest planet, Venus, can vary from 38 million to 261 million kilometers away. This presents a problem if we want students to apply new understanding of concepts learned to real life examples.

One solution is virtual reality. Pairing traditional methods of instruction with game-based learning can lead to amazing results. Games are digital learning tools that allow a student to apply their knowledge while playing and analyze the outcomes to determine if concepts need to be revisited and reviewed in a non-threatening environment. Losing a game does not hold the same negative stigma that a bad grade on an exam holds. A student can play and replay a game until mastery of the concept or level is achieved!

Within this format, a teacher will be able to gather and determine their student’s performance and therefore determine areas that need to be reviewed and which areas show mastery. This method of instruction is called Game-Based Learning and it is proving to be a great way to blend curriculum standards with interactive learning fun.

To learn more about Game-Based Learning check out the infographic below from www.online-education-degrees.net.

To explore the solar system, check out our new educational digital game; ExoTrex Episode 1 and begin the journey incorporating Game-Based Learning into your classroom!


ExoTrex Space Adventure Game

“Space: the final frontier. These are the voyages of the starship ….B.E.A.K.E.R…. Its continuing mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before.”

Many will remember this phrase from the introductory sequence of the Star Trek series but in this case our starship is not the Enterprise, but B.E.A.K.E.R, the ship introduced in our newest space adventure STEM game, ExoTrex™. ExoTrex™ takes place in the not-so distant future, where humanity has used up all Earth’s resources and must find a new place to live. Using an innovative new fuel cell called B.E.A.K.E.R (Basic Element Analysis Kinetic Energy Reactor), players must use their chemistry and critical thinking skills to explore deep space and investigate exoplanets to find a new home for the human race.

For many middle and high school students, chemistry, physics and planetary science studies might seem just as challenging as the Enterprise’s mission in Star Trek, but ExoTrex™ can help. ExoTrex™ was designed for students from 8th to 10th grades and uses fun puzzles and problem solving exercises to build critical thinking skills that promote college and career readiness across STEM content areas including: science, math, and science literacy. In an effort to reach underserved students, DIG-IT! Games® ensured the ExoTrex™ narrative and characters would also appeal to minority students who are severely underrepresented in STEM education and careers.

In the newly released Episode 1 of ExoTrex™, players prove their readiness for the mission by completing a series of training exercises that test their chemistry understanding, knowledge of space history and critical thinking skills. Players who make it through this rigorous mission training will take the B.E.A.K.E.R. ship on a variety of exploratory missions in space in future episodes.

 

Students who play ExoTrex™ will meet Dr. Gerald Burke, an African American character who is based on the grandfather of DIG-IT! Games Artist Mikel Wellington. As DIG-IT! Games’ CEO says, “Dr. Burke’s presence in the game elevates the product from a game about science to a game about successfully overcoming barriers and challenges. His story is inspirational and it’s our hope that including him in this game will serve to motivate students of color to enter STEM fields.”

To increase the reach and impact of ExoTrex™, DIG-IT! Games partnered with renowned Astrophysicist, Dr. Hakeem Oluseyi who, in addition to being a star on the popular TV show, Outrageous Acts of Science, is also the Chief Science Officer for both Discovery Communications and the Science Channel.

“The decision to partner with DIG-IT! Games was easy because we are both on a mission to use innovative ways to teach and to reach underserved kids.” Says Dr. Oluseyi, “The diversity in ExoTrex™ is especially important because it’s empowering to students to see and hear someone who looks like them and sounds like them doing science. Today you have to capture kids’ attention in seconds. The visuals in ExoTrex™ do that.”

 

The game’s three episodes will challenge students to not only learn to power the ion propulsion ship, but also to sample the planetary characteristics of known and unknown planets as they analyze, evaluate and make recommendations for an alternative to Earth. Students will love this immersive STEM experience while they have a hand in helping humanity in the not-too-distant future!

Learn more about the game and how to purchase it here. This game is part of our “Get One, Give One” campaign (#GOGOLEARN) where we give away one game for each game purchased. Learn more about our GoGoLearn campaign and our partnership with NSLA to fight summer learning loss through gaming here.

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Summer Learning Loss. Don’t let your kids slip down the “Summer Slide”

Summer is here and you know what that means: summer break for your kids. No more waking up at the break of dawn to sluggishly get dressed for school, no more rushing out of the house in hopes of making it to the bus stop on time and no more eight-hour school days. Summer vacation to many kids include sleeping in, watching television, playing games and spending a bulk of their time on social media. Now, while we completely understand the excitement for this lackadaisical lifestyle, this can lead to a more serious issue: summer learning loss.

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Summer learning loss, also known as the “summer slide,” has been a topic of discussion amongst parents and educators for a while now. This term describes the loss of academic knowledge throughout the span of your child’s summer break. Studies show that the problem is particularly acute among low-income students who lose an average of more than two months in reading achievement in the summer, which slows their progress toward third grade reading proficiency.

 

Aside from idle time aiding in summer learning loss, many view video games as a contributing factor. The vision of kids laying on the couch with their eyes glued to videos game for hours at a time, is enough to make some cringe. But contrary to popular belief, video games can actually assist in the learning and developmental process of children. Recent research has proven that gaming can increase brain function, problem solving skills, spatial reasoning, memory, attention span, strategic planning, and even social skills.

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We believe in the power of game-based learning and its ability to enhance education through promoting critical thinking, independent learning and fun with intellectual discovery. Our games and those from other developers can fill part of the learning gap this summer while blending fun and education together.  However, we realize that the students who are most affected by Summer Learning Loss can’t afford these fun experiences.  So we will soon be announcing our new “Get One, Give One” initiative (#gogolearn) to help those most affected.  Stay tuned for more on this program and how to be a partner next week.

Explore our game on the Apple App store and our game store library to explore summer learning with games.  Our newest game ExoTrex!, designed for students ages 12 to 15, takes players on a space mission that promotes learning and fun through the subjects of Chemistry, Astrophysics and Space Science. Exotrex! is a perfect game to reinforce these topics covered throughout the school year or for parents to expose their kids to these subjects prior to starting school. We are excited to announce this game will be available in mid-July. In the meantime, slide over to our library of educational games, ranging from archaeological excavation games to challenging vocabulary games, so you can be the first to know when ExoTrex! becomes available.

 


3 Cheers for STEM Night!

You’ve probably heard the acronym STEM used more and more lately in relation to education. You probably also know that it stands for Science, Technology, Engineering, and Math. But what do those subject areas really mean for education? Why are they important? How do they help kids learn and grow, in and out of the classroom?

 

A few years ago, Education Week published an article online stating that “STEM is more than just a grouping of subject areas. It is a movement to develop the deep mathematical and scientific underpinnings students need to be competitive in the 21st-century workforce.” That’s also what President Obama said in 2010 when he set a clear goal for STEM education: motivate and inspire American students to excel in STEM subjects so that within the next decade, they will no longer be in the middle of the pack for STEM achievement but leaders of a competitive global community.

 

“This movement goes far beyond preparing students for specific jobs,” the Education Week article goes on to say. “STEM develops a set of thinking, reasoning, teamwork, investigative, and creative skills that students can use in all areas of their lives.”

 

A school STEM Night is a great way to include families, educators, and the community in supporting students’ ability to do just that. On Tuesday, March 22nd, Bethesda Elementary students in grades K-5 get a chance to display their STEM projects at the annual STEM Night celebration. With the help of teachers and parents, students chose topics they were interested in learning more about. They applied the scientific method to a hands-on investigation that produced results. They worked individually and in teams to build creative displays that will communicate their discoveries to the STEM night audience.

 

STEM education is close to our hearts at Dig-It Games. We’re a company that uses technology to produce video games that teach and support these vital subjects. We are deeply invested in the national dialog on STEM, and we believe in the power of game-based learning to promote STEM education in schools and new and fun ways.

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We loved being a part of Bethesda Elementary’s STEM night last year. Dig-It staff members Dayle and Steve ran our exhibit table as well as checking out and admiring students’ STEM-related projects and getting a chance to interact with parents, educators, and especially kids. Their favorite part of the night was seeing how excited students were to play, and meeting parents who were just as excited as the kids! Some kids ditched their parents for the games right away, some kids didn’t want to let go of the games, and some kids competed with their parents! In fact, there was so much interest that we ran out of devices for visitors to play on.

 

This year, we’re honored to be invited back again, along with C3 Cyber Club, KID Museum, Under the Sea‘s mobile aquarium, and Montgomery County Public Library. We’re bringing more devices and more DIG folks. We will also be exhibiting some of our unreleased titles before they are seen by the general public. Students can comment and give feedback on a game-in-progress, which is known in the industry as beta testing, an essential part of product development. This little bit of behind-the-scenes insight fits right in with the STEM movement’s goal of motivating kids to pursue intellectual curiosity, and equipping them for hands-on, innovative problem-solving.

DIG_Bethesda-Elementary_Science-Fair

“We love events like this where we interact with our end users,” says Dig-It Games president Suzi Wilczynski. “Being around students, parents, and teachers helps us to make sure that our games are meeting the needs of those whose opinions we trust and follow. It also supports our belief that game-based learning enriches education by encouraging critical thinking, independent learning, and the joy of intellectual discovery. Bethesda Elementary’s STEM Night is an event we look forward to attending.”

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“We’re thrilled that Dig-It Games has again partnered with us,” says Kenneth Tercyak, a co-organizer of the event. “Bethesda Elementary students enjoy learning about computer science and its application to game design. It’s a great way to help build their interest in STEM and STEM careers.”

 

Follow STEM Night as it happens at https://twitter.com/bethesda_es.


FETC 2016 Game Workshop Slides

We were happy to have our CEO, Suzi Wilczynski present to over 175 educators at the FETC 2016 Game Based Learning Workshop this year. For those who could not attend, here is a summary set of slides here to share with you. By reading through these, you should gain a basic understanding of game based learning and its benefits.

The slides outline the key features of game based learning and how they can be used effectively in the classroom. Based on research, the positive effects of game based learning in the classroom is undeniable. However, this is only when educators know how to use the games. Through effective implementation, game based learning can help students grow, explore, and experiment. The Keys to Success defined here should give teachers a good start in figuring out how game based learning could work for them!

Should you have any questions about Game Based Learning, please feel free to reach out to us. We love hearing from interested parties and answering questions about how games can be used in education.

If you want to know more about our products, check out our social studies series Excavate! where students are put in the shoes of archaeologists or our STEM games ExoTrex and ExoTrex 2 where students must investigate other planets with the goal of finding a new home for humanity. Our full game library can be viewed on our Games page.

If you want to know more about the Future of Education Technology conference, check out their website to learn about their history, goals, and more. Thanks to everyone who came to see Suzi speak this year! We had a great time at FETC.


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