The Marketplace

Introduction to Gaming for Learning

Part of Curriculum 21

This innovative Learning Path focuses on the idea of games and how we can use them to promote learning both in and out of the classroom. 

This innovative Learning Path focuses on the idea of games and how we can use them to promote learning both in and out of the classroom. Author Marie Alcock takes participants on an engaging journey that begins with an exploration of how gaming can be used instructionally––not as entertainment, but as a motivating tool for enhancing the learning environment. Through examples––both "plugged" and "unplugged"–– you will learn how to integrate meaningful games into your curriculum, use games to encourage development of authentic problem-solving skills, and partner with your students to design games that will enrich and extend your curriculum.