Principles for designing educational games that integrate content and
play and create learning experiences connecting to many areas of
learners' lives.
Too often educational videogames are narrowly focused on specific
learning outcomes dictated by school curricula and fail to engage young
learners. This book suggests another approach, offering a guide to
designing games that integrates content and play and creates learning
experiences that connect to many areas of learners' lives. These games
are not gamified workbooks but are embedded in a long-form experience of
exploration, discovery, and collaboration that takes into consideration
the learning environment. Resonant Games describes twenty essential
principles for designing games that offer this kind of deeper learning
experience, presenting them in connection with five games or collections
of games developed at MIT's educational game research lab, the Education
Arcade.
Each of the games--which range from Vanished, an alternate reality
game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a
series of casual mobile games for high school biology students--has a
different story, but all spring from these fundamental assumptions:
honor the whole learner, as a full human being, not an empty vessel
awaiting a fill-up; honor the sociality of learning and play; honor a
deep connection between the content and the game; and honor the learning
context--most often the public school classroom, but also beyond the
classroom.