This post originally appeared on Edutopia, a site created by the George Lucas Educational Foundation, dedicated to improving the K-12 learning process by using digital media to document, disseminate, and advocate for innovative, replicable strategies that prepare students. View Original >

Just what is a game jam? It is a short event, usually only a day or two, where game developers plan, design and create a short game. Similar to a music jam session, game jams don’t involve much pre-planning and rely on immediate idea generation and improvisation. Game design companies have these jam sessions regularly, and while many of the games that happen here are digital, some are paper-based. They usually occur in one physical location to allow for immediate, organic collaboration. While there is an element of competition, most of the work is focused on collaboration towards a common goal.
I have witnessed some of these game jams, and have talked with many gaming experts to learn more about it. I wanted to learn more about game jams to help me come up with ideas for how we might include an activity like this in classroom instruction.
The following video will help you visualize how the process works:
I see a lot of great opportunity to teach and assess 21st century skills, focus on deeper learning, and present content. Here are steps and tips to get you started:
1. Create a Flexible Space
If you watch the video above, you will see the room change — literally. The room is set up in a way that allows for presentation, small group work, space for making and more. Make sure you have the space or can create a space that is fluid and can easy be transformed to meet the needs of the teams and the steps in the game jam process.
2. Provide Digital or Physical Tools
As teams create and decide upon their games, they will need materials to do so. However, don’t assume that a game jam is only about creating digital games. While jammers might use a digital tool like Gamestar Mechanic to create their game, they might also use physical materials like paper, glue, magazines and scissors. Have these materials available, and provide voice and choice for students to pick what materials will best meet their needs. At a GameDesk game jam, a team developed a pizza game that was aligned to math content about fractions. This game was created with physical, not digital, materials.
3. Embrace Principles of Games Design
A game jam is a great opportunity to teach fundamentals of game design, from story line and narrative to the actual mechanics. Normally, participants in game jams come to it with a lot of prior knowledge, although many game jam teams have members with very little knowledge of these mechanics. The extent to which you teach this might depend on the level of students or time constraints in the classroom. However, since the game jam is in essence a design challenge, you can align to principles of STEM or STEAM education. Make sure to give students designated time before the game jam to learn these principles.
4. Domain Analysis
This is probably one of the most interesting steps of the game jam. Here, the teams investigate specific content areas (or domains) and uncover how the content is both taught and represented. For example, teams can find specific learning targets in their game content, and also note how those targets are represented visually or digitally. They research how the content is traditionally taught and also assessed. Teams craft specific learning targets from this exploration and research to ensure that, when they get to the idea phase, they can create a focused game targeting very specific learning objectives.
5. Team Building
Game jams always start with team builders. In a real game jam, the team members have often never worked together before; therefore, it’s crucial to set a tone for collaboration and problem solving. It’s the same for our students. In order to set them up for success, icebreakers and other team builders need to occur.
6. Ideation
After bonding as a team and analyzing content domains, the ideation phase begins. This is where teams brainstorm and collaborate on ideas for the game itself. Relying on its collective knowledge of game design and content, the team starts to craft ideas for a game that will target a specific learning objective. These objectives are tight, and there are often not too many of them. They are created in the Domain Analysis component (step 4 above), but here the team gets to start narrowing and picking these targets as well as decide on the mechanics.
7. Deadlines and Benchmarks
The game jam itself has a very specific deadline, usually a full day (eight hours) of work, including the presentations and pitches. However within the game jam day, there are further benchmarks. For example, at some point during the day, teams are no longer allowed to generate game ideas and are forced to work or “make.” This helps create the urgency for the deadline and also helps to move along the process. Consider setting specific time limits for some of the steps in the game jam.
8. Presentation, Playing and Judging
The culminating event for the game jam is presenting the game product and having all participants play the game. Not only is this an important assessment, but it is also an important way to celebrate the jammers’ hard work. Judges need to have specific criteria for evaluating the games. These criteria might be different for every game jam. They might include relevance to content or curriculum, marketability, player interest, ability to collaborate, and more.
As you consider a game jam for your classroom, you might focus the assessment on the content area, or simply on 21st century skills like creativity and collaboration. I know many of us have more freedom after “testing season,” so that also might be a great time to give this idea a shot. Just make sure you’re clear on the learning objectives and project outcomes that you expect from your students. Don’t forget to watch the game jammers in action in the time-lapse video above to give you a full picture of what it would look like!
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Posted by Andrew K. Miller on Apr 12, 2013 in Blog | 0 comments

This post originally appeared on Microsoft Partners in Learning Network Hot Topics Blog. Microsoft PIL provides professional development, resources and other tools to support educators across the globe.
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Oftentimes, I see many, many tweets that claim this title or variation thereof: “10 Best Games to Teach Math.” Because I am a GBL nerd, I always click on the link and explore. In my exploration of many of these tools that claim to be games, I have found that many in fact are NOT games, or they are poor games. Games are crafted specifically, with certain mechanics and components present for it to be good. Many companies are putting out “games” that are in fact activities with many “bells and whistles” that make it look like a game. So how do we navigate this huge field of games to find the best ones? Here are some starting tips.
Authentic Identity and Story – We play games because they immerse in worlds, real or fantasy, that truly are engaging. This is done through amazing stories and authentic characters that we connect with. We play as these characters and feel like what we do actually makes a difference in the story, that our actions have consequences. What if there are no characters? What if there is no story or engaging scenario? We get bored and choose not to participate. Look for games where there are characters who have agency in the scenario and story.
Content Learning Connects to Scenario – This relates to indicator above. If players are solving math in a content that doesn’t make sense, then students will often see it as gimmicky. Imagine: You are asked to apply your knowledge of math skills in order to kill cockroaches. How does this content make sense in that scenario? It doesn’t. It might be a fun activity for students to practice skills, but students may not be engaged in it, because the game demands learning of content in an unrealistic situation.
Problem Solving and Critical Thinking – A great game calls for more than just fact recall, or shallow depth of knowledge. A great game requires students to apply this in authentic problem, and critically thinking to solve these problems. Instead of knowing important facts about the Electoral College to win the game, the player must Win the White House by paving the best possible path and strategy by using their knowledge of the electoral college
Now this is just a start. There are still other components of good games, but I feel these tips will help you as an educator start on the path of quality games to use in the classroom. If you try playing a game, or have your students play a game and it does not meet some or all of these criteria, it may in fact not be a game at all. It might be an activity, where game mechanics have been applied to make it more engaging. It might have some elements of a game, but because it doesn’t it would not qualify as a game. If we truly want to legitimize using games in the classroom, then they must actually be games!
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This post originally appeared on Edutopia, a site created by the George Lucas Educational Foundation, dedicated to improving the K-12 learning process by using digital media to document, disseminate, and advocate for innovative, replicable strategies that prepare students. View Original >

Financial Literacy Month is April — just around the corner — and it’s never too early to prepare. Personally, I believe this is a great opportunity to use games in an intentional way to teach students financial literacy skills. Games can be used as a “hook” or anchor activity, as well an instructional activity that is revisited throughout a unit of instruction. A game can help scaffold the learning of important content as well as providing context for application of content. If you really trust the design of the game, it can also be an excellent assessment tool!
Fellow Edutopia member Brian Page (on Twitter @FinEdChat) has long been an advocate for financial literacy education and innovative ways for students to engage in it. He was the 2011 Milken National Educator recipient in Ohio, and co-creator of an EIFLE award-winning financial education game of the year, Awesome Island Game. He’s also a Money magazine “Money Hero”. Brian has a huge database of games that can help teach financial literacy skills to students of all ages. In addition, each game is aligned to commonly accepted personal finance national standards. Although the database is extensive, Brian has selected his favorite games and explained how they might be used intentionally in classroom instruction.
Bite Club
In Bite Club, players manage a “day club” for vampires. Players experience the familiar tension between servicing debt, spending money and saving for the future. By featuring vampires, who live forever, the game highlights the impact of long-term savings over a 45-year span in a 15-round game. The game aims to instill three learning objectives:
Save for retirement
Pay down debt
Manage current consumption
Brian says, “I prefer Bite Club as a game-based learning day alternative, and as an anchor activity. It is clearly the online game of choice of my female students. I recommend the game for high school age students.”
Gen i Revolution
Gen i Revolution was developed for middle school and high school students and is managed by the Council for Economic Education. The game gives students a chance to compete against each other while learning important personal finance skills. It includes fifteen financial rescue missions.
“I believe Gen i Revolution is best for middle school students,” Brian tells us. “The game is accompanied with 21 lessons that correlate with each mission. The lessons add value, but they are not necessary for an engaging and exciting learning experience.”
Financial Football
Financial Football is a fast-paced, interactive game that engages students while teaching them money management skills. Teams compete by answering financial questions to earn yardage and score touchdowns. The questions are primarily scenario-based, which is appropriate for the coursework. There are three levels: Rookie (ages 11-14), Pro (ages 14-18), and Hall of Fame (ages 18+). The various levels make it easy to differentiate and provide an avenue for participation by elementary, middle and high school students. Financial Football also has an iPad and an iPhone application.
Brian says, “I prefer to use Financial Football in a tournament format. I provide the game as an optional anchor activity as well. For educators who want correlating lessons, Practical Money Skills provides them here.”
In addition to these great games, you can see a list of Brian’s 30 favorite game- and scenario-based learning programs. If you are still unconvinced about using games for financial literacy instruction, or if you need research and data to convince stakeholders, Brian recommends reading D2D‘s research report on how casual financial literacy video games can lead to improvements in financial capability.
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