Facebook Pixel

Choose multi-year PD proven to sustain school improvement — Learn more

Free Reproducibles

Game On

.label { word-break: normal; word-wrap: normal; font-size: 12px !important; text-align: left !important; padding: 0px; } tbody.amcheckout-items, thead.amcheckout-header{ font-size: 12px !important; } .col-method:first-of-type { padding: 8px 10px 8px 0px !important } .checkout-payment-method .payment-method-content .fieldset>.field.type .control{ margin: 0px !important; } .mark{ background-color: transparent !important; } .header-primary.header.container{ max-width: 1375px !important; } .checkout-index-index .checkout-header{ padding: 0px 20px !important;

Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers.


  • Learn why students of the digital generation require different learning and teaching methods than previous generations.
  • Discover the benefits of playing games for educational and professional development purposes, which include making students active participants in their learning.
  • Gain consistent, clear definitions for terms related to gaming in education.
  • Access lists of suggested digital games and learn for what purposes the games are most useful.
  • Consider how digital games can address students’ diverse learning needs.

Get your copy today

Buy now


Introduction: The Gamer in Us All
Chapter 1: From Entertainment to Education 3.0
Chapter 2: The Arcade of Education
Chapter 3: Learning Theory and the Attributes of the Digital Generation
Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment
Chapter 5: Lesson Design Using Digital Games
Chapter 6: Digital Gaming and Assessment
Chapter 7: The Nine I’s of Modern Learning
Chapter 8: Universal Design for Learning With Games
Chapter 9: Beyond Linear Presentations
Chapter 10: Takeaways



Chapter 2

Chapter 4

Game Hubs

PC Learning Games

Chapter 5

Chapter 6

Chapter 7

Chapter 9

Chapter 10

Suggested Books

  • Jukes, I., Schaaf, R. L., & Mohan, N. (2015). Reinventing Learning for the Always-On Generation: Strategies and Apps That Work. Bloomington, IN: Solution Tree Press.
  • Schaaf, R. L. (2015). Using Digital Games as Assessment and Instruction Tools. Bloomington, IN: Solution Tree Press.
} .product-item-details{ width: 100% !important; padding: 0px !important; } .product-item-inner{ display: block !important; } .amcheckout-price-wrapper{ text-align: left; } .modal-content{ box-shadow: none !important; border: 0px !important; } #checkout{ max-width: 1440px !important; margin-left: auto !important; margin-right: auto !important; }