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How Legends of Learning Develops Edgames for the Middle School Science Classroom When educators say “edgames,” they mean anything from commercial games like Minecraft or Civilization set within a specific learning scope or sequence to digital quizzes like Quizlet and Kahoot! Still others mean immersive games developed specifically for the classroom. All three types can be edgames if they meet three prerequisites: 1. The games must engage students. 2. The games must connect to key Learning Objectives that are tied to standard core content and strengthen understanding of foundational concepts. 3. The games must improve student learning outcomes, as demonstrated through rigorous research. Science Standards Legends of Learning recognizes the importance of adhering to state science standards, research, and practices designed for the middle school science classroom. We base our work in edgames upon three core ideas. Edgames must: 1. Facilitate investigations and use the scientific method to engage in meaningful exploration and science practices; 2. Build understanding as to how different sciences (e.g., Life Science vs. Physical Science) share common concepts like cause and effect; and 3. Solidify foundational knowledge and key disciplinary core ideas. Edgames Philosophy While some programs and games attempt to span the entirety of science’s learning spectrum, our platform delivers content choice and mastery through five engagement pillars: 1. Foundational knowledge and skills. Students develop knowledge and skills when they enjoy learning and are encouraged to interact with the science material directly. 2. Engagement. Games that spark interest lead to an increased desire to learn and encourage deeper science exploration. 3. Different contexts, varying approaches. Hundreds of games, developed for a variety of classrooms, meet students where they are. The games reinforce concepts across learning levels by employing different lengths, difficulty, and game mechanics. 4. Efficacy. To be successful in an educational environment, edgames must both interest students and help them learn. 5. Ease of Use. The games must be straightforward to integrate into classroom instruction. MORE >>

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Page 1: How Legends of Learning Develops Edgames for the Middle ... · How Legends of Learning Develops Edgames for the Middle School Science Classroom When educators say “edgames,” they

How Legends of Learning Develops Edgames for the Middle School Science Classroom

When educators say “edgames,” they mean anything from commercial games like Minecraft or Civilization set within a specific learning scope or sequence to digital quizzes like Quizlet and Kahoot! Still others mean immersive games developed specifically for the classroom.

All three types can be edgames if they meet three prerequisites:

1. The games must engage students. 2. The games must connect to key Learning Objectives that are tied to standard core content and strengthen understanding of foundational concepts. 3. The games must improve student learning outcomes, as demonstrated through rigorous research.

Science StandardsLegends of Learning recognizes the importance of adhering to state science standards, research, and practices designed for the middle school science classroom. We base our work in edgames upon three core ideas.

Edgames must:

1. Facilitate investigations and use the scientific method to engage in meaningful exploration and science practices; 2. Build understanding as to how different sciences (e.g., Life Science vs. Physical Science) share common concepts like cause and effect; and 3. Solidify foundational knowledge and key disciplinary core ideas.

Edgames PhilosophyWhile some programs and games attempt to span the entirety of science’s learning spectrum, our platform delivers content choice and mastery through five engagement pillars:

1. Foundational knowledge and skills. Students develop knowledge and skills when they enjoy learning and are encouraged to interact with the science material directly. 2. Engagement. Games that spark interest lead to an increased desire to learn and encourage deeper science exploration. 3. Different contexts, varying approaches. Hundreds of games, developed for a variety of classrooms, meet students where they are. The games reinforce concepts across learning levels by employing different lengths, difficulty, and game mechanics. 4. Efficacy. To be successful in an educational environment, edgames must both interest students and help them learn. 5. Ease of Use. The games must be straightforward to integrate into classroom instruction.

MORE >>

Page 2: How Legends of Learning Develops Edgames for the Middle ... · How Legends of Learning Develops Edgames for the Middle School Science Classroom When educators say “edgames,” they

Pre-Game Development: Conceptual PhaseBefore beginning the game development process, we define our Middle School Science Learning Objectives. The Learning Objectives are constructed from several source materials, including:

• Middle school core ideas from state standards; • Elementary school concepts that support Learning Objectives; • High school concepts supported by earlier Learning Objectives; • Content covered by existing middle school science texts; • Existing science materials teachers commonly use in the classroom; • Related performance expectations and evidence statements that build from foundational understanding; and • Framework for K-12 science education.

We distill that information into three subjects for a total of 90 Learning Objectives, each featuring its own Main Concepts Guide.

Post-Game Development: Measurement & RefinementOur middle school science suite currently comprises three subjects with a combined total of 900 edgames, 10 per Learning Objective. As more games are developed for the platform, our curriculum specialists and internal team curate the library. We carefully evaluate lower performing games and remove them when necessary so that the most engaging and highest efficacy games remain available for use.

The number and range of games ensures three-dimensional learning. From simulations and quiz shows to virtual labs, all 900 games allow students to learn, practice, and apply their knowledge and skills in multiple ways, deepening their understanding of a particular Learning Objective.

Legends of Learning believes that edgames make a difference in education. Because we develop edgames based on core academic standards, we consistently deliver games that engage and impact.

751 Main Ideas

90 Learning Objectives

10 Games

26Learning

Objectives

LEARNING OBJECTIVE NO. 1The Sun, Moon, and Stars: Patterns of Apparent Motion

29Learning

Objectives

35Learning

Objectives

Three Subjects

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