Opportunities, Obstacles and Outcomes in Educational Gaming: Teaching to the Common Core, 21st Century Skills and Beyond

Authors

  • Cat McManus
  • Rachel Ebby-Rosin
  • Barbara Kurshan

Abstract

Since the first official spelling bee in 1925, countless American educators have used games in the classroom as a way to foster excitement about learning and engagement with the curriculum. While games have long had a place in schools, the advent of electronic, video and computer-based games in the classroom is a far more recent phenomenon, one that appears to be accelerating as technology becomes ubiquitous in classrooms and homes alike (Squire 2005).

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Published

2014-02-10

How to Cite

Cat McManus, Rachel Ebby-Rosin, & Barbara Kurshan. (2014). Opportunities, Obstacles and Outcomes in Educational Gaming: Teaching to the Common Core, 21st Century Skills and Beyond. Social Innovations Journal, (17). Retrieved from https://socialinnovationsjournal.com/index.php/sij/article/view/11742