November Roadmap: Games for Impact

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    November Roadmap: Games for Impact


    What are you doing on Nov. 15? Join others around the world and play a game! In honor of our theme, “Games for Impact,” let’s get our game on…


    Nothing beats a good game of Scrabble, Monopoly, or Chess, but with a classroom full of millennials, those two-dimensional cardboard experiences just won’t cut it. So, what does the fusion of technology, games, and education look like in classrooms?



    Game-based Learning

    Educational games have come a long with since the the Oregon Trail, which in the 1970s, was considered to be the first union of education and video games. An example of “game-based-learning,” the Oregon Trail is tied to content learning with defined learning outcomes, where students assume the role of pioneers and learn the realities of 19th-century life on the Oregon trail.


    Still popular today, game-based learning is a low-risk environment where students work towards a goal, making decisions. Minecraft is another popular example of game-based learning; an open-ended building game that can be used to develop math competency, create three-dimensional historical replicas, tell stories, collaborate, and problem solve, among many other educational uses. Teachers are using Kahoot to create quick and easy games.


    Read more about Game-Based Learning.



    With Virtual Reality (VR) and Augmented Reality (AR) extending into the classroom, the possibilities for educational gaming have become almost limitless. The realities of taking your students to Machu Pichu, Mars, or the Great Barrier Reef, while unrealistic in person, is now virtually possible.


    What’s the difference?

    Virtual reality facilitates the creation of a virtual world where the user feels immersed and can interact in a digital environment. With VR, users are isolated from the real world while immersed in a world that is completely fabricated. Google Expeditions with Google Cardboard is a good example of virtual reality. Other VR experience include opportunities to view the inside of something (human body, an atom, a magnetic field).


    Augmented reality is the blending of virtual reality with real life. With AR, users are in touch with the real world while interacting with virtual objects around them.


    To learn more, visit:


    32 Augmented Reality Apps for the Classroom from Edshelf


    The Top Ten Companies Working on Education in Virtual Reality and Augmented Reality


    Augmented and Virtual Reality: What’s the Educational Value?



    What’s games are you playing with your students?

    Reply to this post to share what you're doing.