This book is perfect for any educator or designer seeking an
introduction to research-driven best practices for using and designing
games for learning.This book provides thelatest research and techniques
for designing games fora variety of curricular needs--including STEM,
literacy learning, history education, music, and computational, ethical,
andcritical thinking. The book also delves into specific design issues,
such asaligning goals, designing for an audience, playtesting,
andassessment. Each chapter provides an overview of the relevant
frameworks and research findings, as well as practical case studies and
useful resources.This book is the first in a serieswritten and edited
bymembers of the Learning, Education, and Games (LEG) special
interestgroup of the IGDA (International Game Developers Association)