The Promise of Dragons—Strategies for Leveraging Games for Instruction
Conference Archive
DevLearn 2013 Conference & Expo - October 24, 2013

Joe Totherow
Senior Learning Technologist
Federal Reserve Bank of St. Louis
Games have the potential to be highly effective teaching tools. But games designed for instruction are often ineffective and, according to students, boring. Games are largely an untapped resource for supporting student learning. An effective strategy will provide instructional designers and technologists with one more method for effective instructional delivery.
Participants in this session will explore strategies rooted in constructivist instructional-design models for leveraging games for instruction in an effective, fun way.
In this session, you will learn:
- How and why games are an effective instructional tool
- How to connect instructional game design to specific learning theories and models
- Strategies for designing instructional games
- Strategies for leveraging non-instructional games for instructional purposes
Audience:
Designers and
developers. No experience required.
Technology discussed in this session:
This session will
refer to a select set of games, including Supercell’s Clash of Clans.
Student technology needs:
None.
Handouts
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