Best practices for using games & simulations in the classroom guidelines for K12 educators
Résumé
This report provides a blueprint for successful implementation of EduGames in the average classroom. This term encompasses video games, console games and virtual worlds used in the classroom. Other terms for these games include: Serious Games; Massively Multiplayer Online Learning Games (MMOLG); Massively Multiplayer Online (MMO) Games; Immersive Learning Environments (ILE); Edutainment older educationallythemed games published for home use (e.g. Reader Rabbit, Math Blaster, etc.). We start from an assumption that games have positive impacts and our objective is to support the growth of this promising and emerging market. We have distilled the hardwon lessons from the schools and companies that have pioneered this space in order to provide guidelines to new users. This paper is intended for teachers, administrators, policy makers and developer companies. They will get practical handson tips and insights on successfully integrating games into classroom practice. If you need to be persuaded that games can work, we urge you to read the books and research developed on this topic. SIIA published a 12page roundup of the research base, case studies, books and media coverage of EduGames. The paper can be accessed for free at The guidelines for implementing EduGames are based on common sense. However, EduGames are different enough that they do require some specific implementation assistance. While EduGames exist for all curricular levels, we have focused on implementation in grades 512. We conducted an online focus group of classroom practitioners, interviewed companies and institutions that have deployed games broadly and did a literature review to develop these guidelines. (http://www.siia.net/index.php?option=com_docman&task=doc_view&gid=610&tmpl=component&format=raw&Itemid=59)