Educational Games
Learning Approaches
Making & Creating
Computing and Technology
100

Computer and web-based games

These games involve learning or entertainment, often with virtual worlds, avatars, and competition for points.

100

Game-based learning

This approach uses games to teach academic content to students.


100

Maker-based learning

This approach to instruction emphasizes learning by making.

100

Coding

This is a sequence of written commands that tells a computer what a programmer wants it to do.

200

Desktop-based games

These games are downloaded to a personal device.

200

Gamification

This uses game-playing to motivate people to use technology for specific purposes.

200

Makerspaces

These are school or library areas where students design, tinker, invent, and build their ideas.

200

Computational thinking

This involves using data, models, simulations, and algorithmic thinking to formulate and solve problems.

300

Serious games

These games include academic learning within online, software, or app-based game formats.

300

Problem-based learning

This approach organizes instruction around problems or issues for students to solve

300

Maker Movement

This is a do-it-yourself community where people create objects using electronics, robotics, and 3-D printers.

300

Object-oriented programming

This allows teachers and students to create an object and make it respond to programmed instructions.

400

Simulation game

These games recreate real-world situations and settings in a game-like format.

400

Problem solving

This involves applying prior knowledge and critical thinking to develop solutions.

400

3-D printing

This technology uses coded instructions to produce three-dimensional solid objects.

400

Robotics

This involves designing, constructing, and using robots as part of a school curriculum.

500

Stealth learning

This happens when students learn academic information without realizing they are learning it.

500

Ill-structured problems

These are issues that do not have easy or simple solutions.

500

Educational software

These are digital tools primarily designed to support or improve learning.

500

Virtual reality (VR)

These are computer-based, three-dimensional environments that students and teachers can explore interactively.