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 >>