This series offers expert guidance to teachers who wish to engage students in curriculum-related subjects through the use of game-based instruction. Each title presents resources for teaching a variety of curriculum areas—history, science, personal finance and economics, and programming—using play. These resources include week-long lesson plans, contextual and/or historical background, essential questions, vocabulary lists, suggested reading lists, reading and game lessons, guided and independent practice, reflection/sharing exercises, assessments. Extension activities, primary source documents and images, selected readings, curriculum alignments, and data gathering sheets. The Teaching Through Games series aligns existing board games to the core curriculum topics being taught in schools nationwide. It offers exciting new opportunities to inject these subjects with life, spirit, and energy, engage students’ interest, harness their cooperative and competitive skills in the interests of learning, and exercise their creative, strategic, and problem-solving minds.
Slavery is a sensitive topic in American history and therefore very difficult to approach and teach in the classroom. This book provides resources and lesson plans for a week-long unit covering slavery, the Underground Railroad, and the abolition movement built around an award-winning board game. In Freedom: The Underground Railroad, students will take on the role of abolitionists helping slaves reach freedom in Canada. Background knowledge, primary source documents, and detailed lesson plans on teaching slavery and using the game provide full support for instruction.
We all know the Declaration of Independence was signed in 1776, but too often we forget that the colonies were almost a year into the Revolutionary War by the time of the signing. Can you replicate historical success? Or will your colonies fall back under British rule? Building upon 1775: Rebellion, an award-winning board game, this book presents a week-long unit with detailed lesson plans, primary source documents, and additional instructional resources for teaching the American Revolution through play.
This book provides broad support for using games in middle and high school science classes including Earth science/living environment, biology, chemistry, and physics. The lesson plans and resources support a play-based approach to evolution, ecosystems, cellular organisms, elements and compounds, and vector motion. Though easy to learn, the included games—including Evolution, Strain, Compounded, and Bolide—provide detailed scientific accuracy and allow for complex simulations and immersive learning experiences.
It may only be play money, but the games in this book—including High Society, Can’t Stop, Panic on Wall Street, and Chicago Express—can help students better understand how important financial literacy is in their real lives. Play-based lesson plans in the book cover topics including spending and saving, risk assessment, and return on investment using fast-paced board and card games. A larger capstone game pulls together all of the concepts in market-driven play that casts students in the role of stockholders investing in and managing train companies. Who will use his or her financial savvy to turn the biggest profit?
Understanding how computer programing works is a critical part of digital literacy for students today. Even students who aren't learning how to code can benefit greatly from knowing how programs work. This book uses highly engaging games—including RoboRally, Old Town, Ricochet Robots, and the Parsely Game System—to immerse students in the world of logical thinking and problem solving. From programming robots to writing stories that work as interactive fiction games, the lessons in this book provide ways to build digital literacy beyond the computer lab.