Try Them Out! 
We here at Game-Based Learning International pride ourselves on the quality of the games we make. Our games are engaging, educationally sound, adaptive and, well, fun. Each of the games we make are tied specifically to the identified curricular outcomes our clients have requested. We would like to give you the opportunity to see what we mean. Below we have linked 3 of our top educational games. Follow the step by step instructions below and share with us how you see these games doing what they are intended to do.  
 
Step 1. Pick the game you plan to play and review the intended curricular outcomes associated with that game below.  
Step 2. Using the login information, login and play your game for 10-15 minutes.
Step 3. As you play, look for examples of where you see the identified outcomes being achieved.
Step 4. Report. In the Padlet below share what game you played and where you saw the curricular outcomes being achieved.
Step 5. Feel free to comment on the other reports you see. 
Login Information: 
This information can be used to login and access any of the games below:  Login:  ETEC522   Password:   ventureproject

To access the game, click here: https://wonderville.org/asset/solarenergydefenders   
Intended Curricular Outcomes: 
Electrical Principles and TechnologiesOverview: Electricity provides the means to energize many devices, systems and processes that are part of our technological environment. Electrical devices are used to transfer and transform energy, to provide mechanisms for control and to transmit information in a variety of forms. In this unit, students learn the principles that underlie electrical technologies, by studying the form and function of electrical devices and by investigating ways to transfer, modify, measure, transform and control electrical energy. Using a problem-solving approach, students create and modify circuits to meet a variety of needs. Students also develop skills for evaluating technologies, by comparing alternative designs and by considering their efficiency, effectiveness and environmental impact.
Key Concepts
  • energy transformation
  • generation of electrical energy
  • electric charge and current
  • circuits
  • electrical energy storage
  • energy transmission
  • measures and units of electrical energy
Outcomes for Science, Technology and Society (STS) and Knowledge
Students will: 
1. Investigate and interpret the use of devices to convert various forms of energy to electrical energy and electrical energy to other forms of energy
  • investigate and describe evidence of energy transfer and transformation (e.g., mechanical energy transformed into electrical energy, electrical energy transferred through power grids, chemical energy converted to electrical energy and then to light energy in a flashlight, thermal energy converted to electrical energy in a thermocouple)
  • construct, use and evaluate devices for transforming mechanical energy into electrical energy and for transforming electrical energy into mechanical energy 
2. Describe technologies for transfer and control of electrical energy
  • describe, using models, the nature of electrical current; and explain the relationship among current, resistance and voltage (e.g., use a hydro-flow model to explain current, resistance and voltage) 


 To access the game, click here:  https://wonderville.org/asset/save-the-world
Intended Curricular Outcomes: 
Electrical Principles and Technologies Overview: Electricity provides the means to energize many devices, systems and processes that are part of our technological environment. Electrical devices are used to transfer and transform energy, to provide mechanisms for control and to transmit information in a variety of forms. In this unit, students learn the principles that underlie electrical technologies, by studying the form and function of electrical devices and by investigating ways to transfer, modify, measure, transform and control electrical energy. Using a problem-solving approach, students create and modify circuits to meet a variety of needs. Students also develop skills for evaluating technologies, by comparing alternative designs and by considering their efficiency, effectiveness and environmental impact.
Key Concepts
The following concepts are developed in this unit and may also be addressed in other units at other grade levels. The intended level and scope of treatment is defined by the outcomes below.
  • renewable and nonrenewable energy
Outcomes for Science, Technology and Society (STS) and Knowledge
Students will: 
1. Describe and discuss the societal and environmental implications of the use of electrical energy
  • identify and evaluate sources of electrical energy, including oil, gas, coal, biomass, wind and solar (e.g., identify and evaluate renewable and nonrenewable sources for generating electricity; evaluate the use of batteries as an alternative to internal combustion engines)
  • describe the by-products of electrical generation and their impacts on the environment (e.g., identify by-products and potential impacts of coal-fired electricity generation)
  • identify concerns regarding conservation of energy resources, and evaluate means for improving the sustainability of energy use

To access the game, click here:  https://wonderville.org/asset/poopower 
Intended Curricular Outcomes: 
Environmental Chemistry Overview: Environments are often viewed from a physical and biological perspective, but to fully understand how they function, it is important to view them from a chemical perspective as well. A study of environmental chemistry helps students understand that chemical substances make up the underlying fabric of the world and are part of the process in all natural cycles and changes. Through this unit, students also become aware of human-produced chemical substances that enter and interact with environments, and they investigate potential impacts of different substances on the distribution and abundance of living things.
Key Concepts
  • chemicals essential to life
  • substrates and nutrients
  • air and water quality
  • organic and inorganic material
  • acids and bases
  • stability and biodegradability
Outcomes for Science, Technology and Society (STS) and Knowledge
Students will:
1. Investigate and describe, in general terms, the role of different substances in the environment in supporting or harming humans and other living things
  • describe, in general terms, the forms of organic matter synthesized by plants and animals, including carbohydrates, proteins and lipids
  • describe and illustrate processes by which chemicals are introduced to the environment or their concentrations are changed (e.g., dilution in streams, biomagnification through food chains)
2. Identify processes for measuring the quantity of different substances in the environment and for monitoring air and water quality
  • identify substrates and nutrient sources for living things within a variety of environments
3. Analyze and evaluate mechanisms affecting the distribution of potentially harmful substances within an environment

Tell Us What You See
In the appropriate column below, share your insights into where you see the identified curricular outcomes being accomplished in the game you played. Make sure you include your name. Click on on the plus sign under the game you played to begin your post. 

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* GBL International is a fictional company created for the sole purpose of teaching about Game-Based Learning.