Learning, Education and Games is a book series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association). The first volume, Curricular and Design Considerations, explores the latest research and practices in designing games for a variety of curricular needs — including STEM, literacy learning, history education, and computational, ethical, and critical thinking. The book also delves into design issues — such as aligning goals, designing for an audience, playtesting, and assessment.

The book will be available for free through the ETC Press (Entertainment Technology Center at Carnegie Mellon) website. You can also order a copy of the book via lulu.com.

Each individual chapter has an:

  1. Introduction, which covers the major questions and terms related to the topic;
  2. Key Frameworks, which introduces the primary theoretical frameworks for the use, design and evaluation of games for learning;
  3. Key Findings, which relays the major recent findings in the field;
  4. Assessment Considerations, which discusses specific assessment challenges or opportunities;
  5. Future Needs, which lays out the open questions and gaps in research or application;
  6. Best Practices, which summarizes the key takeaways and most effective techniques and findings.

Each chapter also includes two to four case studies to illustrate the theories and findings in practice, and a list of useful resources and relevant further reading (and gaming!).

Check out the Table of Contents!