ABSTRACT

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines.

Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices.

In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

chapter |23 pages

Introduction

The Power and Potential of Games for Learning

part I|95 pages

Games as Transformative Classroom Experiences

chapter Chapter 1|15 pages

My Favorite Game

The Power of Personal Learning

chapter Chapter 2|10 pages

Ask the Sphinx

Power Up Student Motivation with Superpower Challenges

chapter Chapter 3|19 pages

Gen Con in the Classroom

Board Games for Learning

chapter Chapter 4|16 pages

Video Games in the English Classroom

Supercharging Critical Literacy

chapter Chapter 5|31 pages

Playing through Stories

Teaching Interactive Narrative

part II|86 pages

Games as Transformative Classroom Experiences

chapter Chapter 6|16 pages

Using a Game to Counter the Prejudice, Bias, and Discrimination against the Transgender Community

If Found and Transformative Storytelling

chapter Chapter 7|10 pages

“Smart Bets” Balancing Uncertainty with Clear Thinking

Annie Duke's Poker Skills for Everyday Life

chapter Chapter 8|10 pages

Chess for Self, School, and Society

chapter Chapter 9|26 pages

War from the Other Side

Playing Games to Save Democracy

chapter Chapter 10|14 pages

The Child as Mother to Man

A Game for Saving Nature

chapter Chapter 11|8 pages

Turning Strangers into Neighbors

Improving the World through a Game of Gratitude

part III|56 pages

Casual Games as Transformative Online Learning Experiences

chapter Chapter 12|8 pages

Three Small Games for Big Learning in Math and Physics

chapter Chapter 13|9 pages

Playing Small Business Owners

Teaching Management, Self-Efficacy, and Authentic Skills through Casual Games

chapter Chapter 14|5 pages

Teaching Teamwork with a Public Health Game

chapter Chapter 15|8 pages

There Is an Imposter Among Us

Teaching Truth in the Time of “The Big Lie”

chapter Chapter 16|8 pages

Teaching Tragedy in Real Time

The Syrian Refugee Crisis

chapter Chapter 17|14 pages

Games for College Orientation

Social Emotional Learning

part IV|73 pages

Playing across Boundaries: Interdisciplinary Instruction with Films, Games, and Literature

chapter Chapter 18|16 pages

Teaching the Disclosure Scene

Empathy and Understanding for Transgender People

chapter Chapter 19|8 pages

Teaching Over the Top

The Great War through a Game, Painting, Poem, and Superhero Film

chapter Chapter 21|27 pages

Teaching about Pandemics During a Pandemic