In case all the ideas on this website aren’t enough, I just found a great blog that gives you a steady stream of cool classroom ideas, mostly for elementary school, but I already see a couple I can modify to use in my community college classroom. The author is Mike Perry, and he taught high school math, but many of the games will work with any subject. http://classroomgamesandtech.blogspot.com/
For example, here’s a game called “This or that” that would work well as an ice breaker in any class at the start of the year: http://www.prometheanplanet.com/en-us/Resources/Item/92529/this-or-that-game
Three fascinating games from Steven T. Dougherty and Jennifer Franko Vasquez at The University of Scranton appear as “Ladder Games” in MAA Focus, June-July 2011. Mathematicians will enjoy the group theory and combinatorics used to explain the way the games work, while their students will have fun with these games as an intuitive introduction to the concepts.
The authors write that the three games, “…can be played by anyone regardless of their level of mathematical sophistication. When you are done playing these highly addictive games you will have a deeper understanding of permutations and group actions and you will learn a very interesting connection to coding theory. We have found that the games are very enjoyable to play and that players end up understanding complex mathematical ideas without realizing they have done so.”
I learned about Rhetorical Peaks at the Humanities Gaming Institute I attended last year. To my mind, it’s the most realized game so far made when it comes to trying to duplicate the kind of critical thinking instructors try to teach their students. Thing is, it can’t be played independently; it needs to be played in the context of a classroom, and under the guidance of a professor. It’s a game, still–can you solve the mystery?–but it’s not a game that uses a set of self-governing game mechanics to convey humanities knowledge, or ways of knowing.
Rhetorical Peaks is a study in making games for the humanities, both in terms of lessons to learn and pitfalls to avoid. My reading of it is that it trades immersion and autonomy for classroom-specific goals. My dream is that we learn to make games that don’t have those trade-offs: that they be immersive, autonomous games that teach the humanities’ ways of understanding the world.
Educators coming together to explore how the principles of games promote learning
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