Learning, education and games

Learning, Education & Games SIG (part of the IGDA – International Game Developers Association) created a series of books on games and learning with ETC Press called Learning, Education & Games.

Learning, Education and Games (LEG) SIG is a community of game developers, designers, educators, policy-makers, and entrepreneurs interested in the intersection of learning and games. This could include issues related to the design, development, distribution, promotion, use, and assessment of games in both formal and informal learning contexts; as well as both commercial off-the-shelf games and games made primarily for educational purposes.

LEG is affiliated with the International Game Developers Association as a recognised Special Interest Group. LEG “officially” meets annually at the Game Developers Conference. Otherwise, LEG hosts monthly virtual meetings via Slack.

LEG’s mission:

  • Grow and sustain a robust community of developers, educators, policymakers, and researchers, through a series of virtual and in-person meetings, workshops, online dialogues, and other shared activities.
  • Serve as thought leaders and advocates for the intersection of games and learning, both in classrooms and other contexts (healthcare facilities, after school programs, not-for-profits, corporate sector, government, military), such as through new collaborative projects and grants, or through the use and promotion of our ETC Press series of Learning, Education, and Games books.
  • Create, promote, and share resources related to the design and use of games for learning, such as standards and guidelines, case studies, models and exemplars, and an online database.

Get access to Vol 1 & 2 of LEG

LEG Volume 1

The first volume in the series focused on the design and curricular considerations related to creating and using games for learning, such as designing for diverse audiences or designing for social studies, STEM, or music learning. The book also delves into specific design issues, such as aligning goals, designing for an audience, play-testing, and assessment.

Check it out: LEG Vol 1

LEG Volume 2

The second volume focus on the challenges of creating games and implementing them in educational settings, and covered issues such as gamification, using games to support ASD (autism spectrum disorder) students, selecting games for the classroom and library, homeschooling, working with parents and policymakers, and choosing the right tools for game development.

Check it out: Leg Vol 2

LEG Volume 3

For the third volume in the Learning, Education & Games book series, we explore 100 different games to use in the classroom and beyond, such as libraries, homeschool environments, afterschool programs, or camps. The list of 100 games goes from A to Z Safari to Zoombinis, and includes popular games like FortniteCall of Duty: Modern Warfare, and Minecraft, as well as commercial, indie, PC, mobile, live action role-playing, VR (virtual reality), AR (augmented reality), and card and board games.

Check it out: Leg Volume 3