A Guide to Designing Curricular Games - Practical Classroom Design
A Guide to Designing Curricular Games - Practical Classroom Design
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In this review of A Guide to Designing Curricular Games the reviewer finds a focused, practical manual for teachers and curriculum designers who want to use video game techniques to improve learning. The book's single biggest strength is its clear connection between familiar pedagogical practices and game design - showing how discovery learning, feedback, and social play can be structured to make student thinking visible. This review highlights how the author moves beyond gimmicks to recommend playtesting and systems thinking so curricular games support genuine problem solving rather than surface trivia.
Key Features
- Pedagogical grounding: The book ties video game elements to established techniques like discovery learning so teachers can align play with learning outcomes.
- Social game structures: It describes driver/navigator pairs, small groups, and whole-class formats to promote collaboration and make thinking visible in structured ways.
- Design process guidance: The author encourages iterative design and playtesting, giving teachers a practical workflow for refining curricular activities.
- Assessment links: The text connects game mechanics to assessment considerations so educators can evaluate learning, not just engagement.
- Systems thinking: It draws on systems and design theory to help readers see curricular games as parts of broader classroom ecology rather than isolated activities.
Who It's For
This book is aimed at classroom teachers, instructional coaches, curriculum specialists, and teacher-educators interested in applying game design techniques to real learning goals. Practitioners who already use project based learning or inquiry methods will find the crosswalks to game mechanics especially useful.
Those seeking quick-play templates or a hobbyist guide to commercial video game creation should look elsewhere; the focus here is on curricular design and pedagogical fit rather than software development or entertainment design per se.
Pros & Cons
Pros
- Strong linkage between educational theory and game design, making it actionable for teachers.
- Practical strategies for group arrangements and social play that help surface student thinking.
- Clear advocacy for playtesting and iterative design that can improve classroom implementation.
Cons
- Not a how-to on programming or commercial game production, so technical developers may find it limited.
Specifications
| Title | A Guide to Designing Curricular Games |
| Subtitle | How to Game the System (Advances in Game-Based Learning) |
| Author | Janna Jackson Kellinger |
| Focus | Curricular game design and pedagogy |
| Topics covered | Discovery learning, feedback, social structures, playtesting, assessment, systems thinking |
| Intended audience | Teachers, curriculum designers, teacher educators |
Our Verdict
For educators who want to design games that genuinely support problem solving and classroom learning, this book is well worth reading. Its emphasis on aligning video game techniques with established pedagogy and its practical call for playtesting make it a good value for instructional designers and teachers seeking thoughtful, classroom-ready approaches rather than quick gimmicks.
Frequently Asked Questions
Does this book teach programming?
No, the book focuses on pedagogical design and game-informed classroom practices rather than technical game development.
Can these ideas be used in large classes?
Yes, the author discusses whole-class and small-group structures that scale ideas for different classroom sizes.
Is it suitable for K-12 teachers?
Yes, the principles and structural approaches are applicable across K-12 settings, especially where inquiry and problem solving are emphasized.
Editor's Take
A focused, practical manual for teachers and curriculum designers, emphasizing alignment of game design with pedagogy, playtesting, and social classroom structures to support authentic problem solving.

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