Making School a Game Worth Playing

Digital Games in the Classroom
Ryan L. Schaaf - Notre Dame of Maryland University
Nicky Mohan - The InfoSavvy21 Group
Making School a Game Worth Playing
June 2014 | 160 pages | Corwin
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eBook
ISBN: 9781483320083
Available from January 0001
Paperback
ISBN: 9781483359601
Available from January 0001

Description

Integrate game-based learning for 21st Century skills success!

Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide helps you build essential 21st Century skills using digital video games. Ryan Schaaf and Nicky Mohan provide a cutting-edge, research-based approach - built around time-honored instructional practices. Step-by-step strategies help you easily find, evaluate, and integrate digital games into your existing lesson plans or completely redesign your classroom.

This practical guide helps teachers use well-designed game elements to: 

  • Promote meaningful student buy-in
  • Create student-centered, collaborative learning spaces 
  • Teach and assess 21st Century Fluencies aligned to Common Core State Standards
  • Address multiple intelligences using research-based strategies  

Includes a detailed implementation outline, a revised Bloom’s Digital Taxonomy oriented to game content, summarized notes, and a reading list for engaged, adventure-filled learning!

“This book is easy to read, offers strategies that are easy to implement, and inspires a sense of urgency for educators to modify our teaching techniques to include more gaming in our classrooms. It is useful for teachers of all experience levels.”
—Carrie Trudden, Educational Technology Teacher
Howard County Public School System, Clarksville, MD

“Schaaf and Mohan  present gamification as a powerful tool for engaging learners and for the development of 21st-century fluencies, organized in levels as in the games it describes. This book is rich in resources for finding, evaluating, implementing, and designing classroom games.”
—Danea A. Farley, Associate Professor and Coordinator of Technology
Notre Dame of MD University

Contents

Preface

Preface

Dedication and Acknowledgments

Dedication and Acknowledgments

About the Authors

About the Authors

Introduction by Jason Ohler

  • Level 1. Digital Games as Learning Tools? Game On!
  • Level 2. It's All About the Game and How You Play It
  • Level 3a. The Need for the 21st Century Fluencies
  • Level 3b. Gaming's Influence on Developing 21st Century Fluencies
  • Level 4. Finding and Evaluating Digital Games for the Classroom
  • Level 5. Digital Games and Instruction
  • Level 6. Designing and Creating Games: A Liberal Arts Experience
  • Level 7. The Gamification of Learning: Gaming Without the Game
  • Bonus Level 8. The Future of Gaming and Its Impact on Education

Index

Index

Resources

Companion Website

Additional materials

Description

Integrate game-based learning for 21st Century skills success!

Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide helps you build essential 21st Century skills using digital video games. Ryan Schaaf and Nicky Mohan provide a cutting-edge, research-based approach - built around time-honored instructional practices. Step-by-step strategies help you easily find, evaluate, and integrate digital games into your existing lesson plans or completely redesign your classroom.

This practical guide helps teachers use well-designed game elements to: 

  • Promote meaningful student buy-in
  • Create student-centered, collaborative learning spaces 
  • Teach and assess 21st Century Fluencies aligned to Common Core State Standards
  • Address multiple intelligences using research-based strategies  

Includes a detailed implementation outline, a revised Bloom’s Digital Taxonomy oriented to game content, summarized notes, and a reading list for engaged, adventure-filled learning!

“This book is easy to read, offers strategies that are easy to implement, and inspires a sense of urgency for educators to modify our teaching techniques to include more gaming in our classrooms. It is useful for teachers of all experience levels.”
—Carrie Trudden, Educational Technology Teacher
Howard County Public School System, Clarksville, MD

“Schaaf and Mohan  present gamification as a powerful tool for engaging learners and for the development of 21st-century fluencies, organized in levels as in the games it describes. This book is rich in resources for finding, evaluating, implementing, and designing classroom games.”
—Danea A. Farley, Associate Professor and Coordinator of Technology
Notre Dame of MD University

Contents

Preface

Preface

Dedication and Acknowledgments

Dedication and Acknowledgments

About the Authors

About the Authors

Introduction by Jason Ohler

  • Level 1. Digital Games as Learning Tools? Game On!
  • Level 2. It's All About the Game and How You Play It
  • Level 3a. The Need for the 21st Century Fluencies
  • Level 3b. Gaming's Influence on Developing 21st Century Fluencies
  • Level 4. Finding and Evaluating Digital Games for the Classroom
  • Level 5. Digital Games and Instruction
  • Level 6. Designing and Creating Games: A Liberal Arts Experience
  • Level 7. The Gamification of Learning: Gaming Without the Game
  • Bonus Level 8. The Future of Gaming and Its Impact on Education

Index

Index

Resources

Companion Website

Additional materials

SAGE Publishing Logo

Making School a Game Worth Playing

Digital Games in the Classroom


June 2014 | 160 pages | Corwin

Format Published Date ISBN Price
Paperback 01/02/2026 9781483359601 $37.95
Lifetime 01/02/2026 9781483320083 $35.00

Integrate game-based learning for 21st Century skills success!

Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide helps you build essential 21st Century skills using digital video games. Ryan Schaaf and Nicky Mohan provide a cutting-edge, research-based approach - built around time-honored instructional practices. Step-by-step strategies help you easily find, evaluate, and integrate digital games into your existing lesson plans or completely redesign your classroom.

This practical guide helps teachers use well-designed game elements to: 

  • Promote meaningful student buy-in
  • Create student-centered, collaborative learning spaces 
  • Teach and assess 21st Century Fluencies aligned to Common Core State Standards
  • Address multiple intelligences using research-based strategies  

Includes a detailed implementation outline, a revised Bloom’s Digital Taxonomy oriented to game content, summarized notes, and a reading list for engaged, adventure-filled learning!

“This book is easy to read, offers strategies that are easy to implement, and inspires a sense of urgency for educators to modify our teaching techniques to include more gaming in our classrooms. It is useful for teachers of all experience levels.”
—Carrie Trudden, Educational Technology Teacher
Howard County Public School System, Clarksville, MD

“Schaaf and Mohan  present gamification as a powerful tool for engaging learners and for the development of 21st-century fluencies, organized in levels as in the games it describes. This book is rich in resources for finding, evaluating, implementing, and designing classroom games.”
—Danea A. Farley, Associate Professor and Coordinator of Technology
Notre Dame of MD University


Table Of Contents:

  • Preface
  • Dedication and Acknowledgments
  • About the Authors
  • Introduction by Jason Ohler
  • Level 1. Digital Games as Learning Tools? Game On!
  • Level 2. It's All About the Game and How You Play It
  • Level 3a. The Need for the 21st Century Fluencies
  • Level 3b. Gaming's Influence on Developing 21st Century Fluencies
  • Level 4. Finding and Evaluating Digital Games for the Classroom
  • Level 5. Digital Games and Instruction
  • Level 6. Designing and Creating Games: A Liberal Arts Experience
  • Level 7. The Gamification of Learning: Gaming Without the Game
  • Bonus Level 8. The Future of Gaming and Its Impact on Education
  • Index

Recent Product Reviews:

“This book is easy to read, offers strategies that are easy to implement, and inspires a sense of urgency for educators to modify our teaching techniques to include more gaming in our classrooms. It is an insightful look at gamification and increasing student engagement in the classroom. It is useful for teachers of all experience levels.”
Carrie Trudden, Educational Technology Teacher, Howard County Public School System, Clarksville MD
“This book presents gamification as a powerful tool for engaging learners and for the development of 21st-century fluencies, organized in levels as in the games it describes. Rich in resources for finding, evaluating, implementing, and designing classroom games, Schaaf and Mohan’s book shares game thinking as a global approach to learning, flavored with a hint of his own personal game nostalgia. A must-read for those exploring the use of games in the classroom!”
Danea A. Farley, Assoc. Professor and Coordinator of Technology, Notre Dame of MD University
"Integrating the fundamentals of gaming into the classroom may seem like a daunting task, but this book clearly explains how the students of today are learning and how educators can leverage a powerful media phenomenon for fun and engaging learning. Making School a Game Worth Playing clearly establishes that digital games teach students the 21st-centur y skills they need to develop for a successful future in a globalized world. Social, creative, collaborative, and problem solving skills are cleverly linked to digital games throughout the text. It is easy to follow and written from the perspective of a teacher.”
Shannon Vesik, Children's Gaming & Media Professional
“Effective and strategic integration of technology into teaching and learning will produce students who demonstrate proficiency in 21st-century skills. It’s critical that education moves from a teacher-centered to a more student-centered approach to instruction. Digital game-based learning helps change the role of the teacher into a facilitator. This book not only provides ideas on how to overcome the barriers that schools are faced with when approaching this concept, but also provides teachers with authentic ideas on how to bring digital gaming concepts into their classrooms. The text is easy to read and offers many practical applications for our teachers and district leaders. This is a ‘game-changer’ for our professional development program!”
Julie Wray, Coordinator of Instructional Technology, Howard County Public Schools
“Back in 2004, Pat Kane told us in his book The Play Ethic that organizations that base themselves on play and not work are healthier and more productive workplaces. Now Schaaf and Mohan have contextualized this idea for education around the use and creation of digital games. The key concept behind these books is that, in play, we are intrinsically motivated. In work, we just might not be. As they carefully explain, elements of all the things we aspire to in good education can be found in good digital games: Differentiation across a wide degree of ability, providing instant feedback, and allowing learners to level up as quickly as they acquire new skills and rewarding success. “Traditionally, education has been hard to move and resistant to change. I am guessing that if you are reading this book you are not that way inclined. Your challenge is to grasp the grail of these ideas and hit the ground running with your students.”
Peter Lasscock, Deputy Head of School, Discovery College, Hong Kong, China

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