Table of Contents

Introduction/Karen Schrier

Section I—Curriculum Considerations

STEM/Using Games to Teach, Practice, and Encourage Interest in STEM Subjects by Elena Bertozzi

Computational Thinking/Using Computer Game Programming to Teach Computational Thinking Skills by Linda Werner, Jill Denner, and Shannon Campe, featuring a case study written by Lucas Crispen and Elizabeth LaPensée

Literacy/The Use of Video Games for Literacy Acquisition and Studying Literate Practices by Richard E. Ferdig and Kristine E. Pytash, featuring a case study written by Liz Jasko

History and Social Studies/Designing Digital Games to Teach History by Karen Schrier

Music/Music Games in Education by Ethan Hein

Physical Education/Using Games to Combine Physical Activity with Learning by Robin Mellecker, Lisa Witherspoon, and Stephen Yang

Emotional Health/Designing Games for Emotional Health by Ralph Vacca, Meagan Bromley, Jakob Leyrer, Manuel Sprung, and Bruce Homer

Ethics/Designing and Using Games to Teach Ethics and Ethical Thinking by Karen Schrier

21st Century Skills/Teaching 21st Century, Executive-Functioning, and Creativity Skills with Popular Video Games and Apps by Randy Kulman, Teresa Slobuski, and Roy Seitsinger

Section II—Design Considerations

Methods of Design by Katrin Becker and Jim Parker

Audience/Designing for the Audience and Inclusive Considerations by Gabriela T. Richard, featuring case studies written by Paul Darvasi, Owen Gottlieb, and Sabrina Haskell Culyba

Goals/Developing Goals and Objectives for Gameplay and Learning by Charlotte Lærke Weitze

Playtesting and Iterative Design/The Most Important Process for Making Great Games by Ira Fay

Assessment/Assessing Video Games for Learning by David Simkins