All of the items on this page can be checked out to use in the classroom. When you know what you would like to borrow email remc@northwested.org to request the items. ** Didn't find what you were looking for? Let us know! We are always accepting ideas to grow our library! **
Click on the topic below to go directly to that section. You can also click on the pictures to find a more detailed explanation of the items.
Ecosystem is a visually stunning card-drafting game where players compete to build the most diverse and balanced ecological network in a 4x5 grid. By drafting and placing cards representing different organisms (Bears, Bees, Trout, Deer) and environments (Streams, Meadows), students are challenged to apply key ecological concepts to score points. The scoring conditions reward biodiversity, strategic spatial arrangement (habitat needs), and understanding the interconnectedness of living things, making it a perfect hands-on model for life science and environmental education.
Ages: 10+
Number of Players: 2-6
Play Duration: 15-20 Minutes
Anatomy Fluxx plunges players into the dynamic world of human biology, challenging them to collect "Keeper" cards representing organs, bones, and body systems while avoiding "Creeper" cards like Virus and Mutation. The ever-changing Goal cards require players to assemble specific anatomical systems (like the Respiratory System or Filters), actively reinforcing the concepts of Structure and Function and Systems Thinking. With factlets on every card and bonus rules for reciting anatomical trivia, it's an exciting way to make complex life science concepts fun and memorable.
Ages: 12+
Number of Players: 2-6
Play Duration: 15-45 Minutes
Camping Fluxx plunges players into an outdoor adventure where they must collect essential Keeper cards like a Tent or Campfire to meet the current Goal, which is always changing—like "Sleeping Under the Stars" or "S'mores." The game's constantly shifting rules and environmental Creepers (like Mosquitoes or Rain) are a perfect metaphor for the unexpected challenges of an actual camping trip. This makes it an excellent classroom tool for practicing flexible planning, close reading of instructions, and social-emotional skills related to coping with disruption and finding a solution as a group.
Ages: 8+
Number of Players: 1-6
Play Duration: 10-30 Minutes
Canopy Evergreen
In Canopy: Evergreen, players step into the role of forest managers in the lush Pacific Northwest, competing to grow the most vibrant and sustainable ecosystem. Through a unique "push-your-luck" card drafting mechanic, students must carefully select seeds, plants, and wildlife to construct towering 3D trees while managing resources like food and weather elements. It is an excellent classroom tool for simulating real-world ecological relationships, illustrating how flora and fauna rely on one another to thrive amidst threats like fire and disease.
Ages: 10+
Number of Players: 1-4
Play Duration: 45-60 minutes
The 21st Century Skills
Critical Thinking & Problem Solving
Strategic Planning
Adaptability
Environmental Literacy
The Michigan State Standards Aligns to* Crosscutting Concept (CCC) - Systems and System Models: The entire game revolves around modeling a complex system (an ecosystem) where all parts (cards) interact and contribute to the whole.* Middle School Life Science (MS-LS2: Ecosystems: Interactions, Energy, and Dynamics): Specifically aligned with understanding patterns of interactions among organisms and biotic/abiotic factors within an ecosystem.* MS-LS2-1: Analyze and interpret data to provide evidence for the effects of resource availability on organisms and populations of organisms in an ecosystem.The National Standards Aligns to* Next Generation Science Standards (NGSS) - Middle School Life Science: MS-LS2-2 (Construct an explanation that predicts patterns of interactions among organisms across multiple ecosystems).* Disciplinary Core Idea (DCI): LS2.A: Interdependent Relationships in Ecosystems: The scoring rules directly model concepts like habitat (aligning animals with Streams/Meadows) and competition/predation (cards scoring based on or against adjacent cards).* Science & Engineering Practice (SEP): Developing and Using Models: The player's 4x5 grid acts as a visual model to explore the relationships and consequences of arranging different components of an ecosystem.
he 21st Century Skills* Critical Thinking & Problem Solving: Analyzing the current goal (required body parts) and developing a strategy to collect them despite constantly changing rules.* Flexibility & Adaptability: Rapidly pivoting strategy when the Goal or basic rules of play change.* Communication: Clearly explaining card effects and utilizing "Learning Rules" that require players to recall and communicate anatomical factlets.* Information Literacy: Processing and utilizing content-specific knowledge (anatomy) presented on the cards to gain in-game bonuses.The Michigan State Standards Aligns to* High School Life Science (L): L1. Disciplinary Core Ideas. Students will use science practices and crosscutting concepts to deepen their understanding of disciplinary core ideas in life science. (Specifically relevant to HS-LS1: Molecules to Organisms: Structures and Processes).* Crosscutting Concept (CCC) - Structure and Function: Understanding how the shape and connection of anatomical parts (Keepers) relate to their roles in a system (Goals).* Crosscutting Concept (CCC) - Systems and System Models: Recognizing the components (organs) and interactions (e.g., diseases, systems) that make up the human body system.The National Standards Aligns to* Next Generation Science Standards (NGSS) - High School Life Science: HS-LS1-2 (Develop and use a model to illustrate the hierarchical organization of interacting systems that provide specific functions within multicellular organisms).* Disciplinary Core Idea (DCI): LS1.A: Structure and Function: The game directly addresses the idea that all biological systems are made of parts, and the functions of these parts are dependent on their structure.* Science & Engineering Practice (SEP): Obtaining, Evaluating, and Communicating Information: Players must read and recall information from the cards (anatomical factlets) to gain bonuses or complete goals.
The 21st Century Skills*
Flexibility & Adaptability
Critical Thinking & Problem Solving* Communication
Life & Career Skills
The Michigan State Standards Aligns to
* ELA - Speaking & Listening (SL): Engaging effectively in collaborative discussions and following explicit rules (K-12.SL.1).
* ELA - Reading Comprehension: Closely reading and interpreting the explicit text of the New Rule and Goal cards to understand the current game mechanics.
* Social Emotional Learning (SEL): Developing Responsible Decision-Making and Social Awareness through negotiation and polite discussion when rules or goals are changed by others.
The National Standards Aligns to
* Common Core State Standards for English Language Arts (CCSS.ELA-LITERACY): CCSS.ELA-LITERACY.CCRA.R.1 (Read closely to determine what the text says explicitly).
* Next Generation Science Standards (NGSS) - Crosscutting Concept (CCC): Systems and System Models (Understanding how different parts of a system—the camping gear, the environment, the rules—interact and affect the overall outcome).
21st Century Skills:
Environmental Literacy: Players learn to identify symbiotic relationships between species (e.g., nurse logs, salmon, bears) and understand the delicate balance required to maintain a healthy biome.
Critical Thinking & Systems Thinking: Students must analyze how introducing a specific plant or animal affects their entire forest system, weighing immediate gains against long-term ecosystem stability.
Strategic Decision Making: The game rewards planning ahead for "seasons," requiring students to manage resources efficiently and mitigate risks from natural disasters.
Michigan State Standards (MSS) Alignment:
MS-LS2-1: Analyze and interpret data to provide evidence for the effects of resource availability on organisms and populations of organisms in an ecosystem.
MS-LS2-2: Construct an explanation that predicts patterns of interactions among organisms across multiple ecosystems (focusing on competitive, predatory, and mutually beneficial relationships).
MS-LS2-4: Construct an argument supported by empirical evidence that changes to physical or biological components of an ecosystem affect populations.
National Standards (NGSS) Alignment:
MS-LS2-1 (Ecosystems: Interactions, Energy, and Dynamics): Analyze and interpret data to provide evidence for the effects of resource availability on organisms and populations of organisms in an ecosystem.
MS-LS2-3: Develop a model to describe the cycling of matter and flow of energy among living and nonliving parts of an ecosystem.
HS-LS2-6: Evaluate the claims, evidence, and reasoning that the complex interactions in ecosystems maintain relatively consistent numbers and types of organisms in stable conditions, but changing conditions may result in a new ecosystem.
Arboretum
Hacker is a single-player cybersecurity logic game that teaches players how to think like a programmer and a hacker. Through a series of 120 challenges, students must first "Code It" by programming an agent to navigate a grid and collect data, then "Hack It" by finding vulnerabilities in that program, and finally "Fix It" by securing it against an attack. This unique three-part gameplay provides a powerful lesson in problem-solving, logical reasoning, and cybersecurity principles, making it an excellent STEM tool for the classroom.
Age/Grade: 10+
Number of Players: 1
Play duration: 20-40 minutes per challenge
Bits and Bytes is a screen-free card game that introduces fundamental computer coding concepts through play. It challenges students to use a set of instruction cards to move their character across a grid and reach their "home planet." By creating sequences of commands, players learn about algorithms, sequencing, and problem-solving, all while engaging in a fun and collaborative activity. This game is a fantastic tool for teachers to introduce the logic and mindset required for computer programming without the need for technology.
Age/Grade: 4 -9 Years of age
Number of Players: 2-5 Players
Play duration: 15-30 minutes
21st Century Skills: Computational Thinking, Debugging, Logical Reasoning, Critical Thinking, Problem-Solving, Informational Literacy, Creativity
Standards:
Computer Science and Coding:
3-5.CS.AP.01: Develop a sequence of steps to solve a problem and represent that sequence in a program.
3-5.CS.AP.02: Identify and correct errors (debug) in a program.
Mathematics - Mathematical Practice Standards (Grades 5-8):
MP1: Make sense of problems and persevere in solving them.
MP3: Construct viable arguments and critique the reasoning of others.
MP7: Look for and make use of structure.
CSTA K-12 Computer Science Standards:
CS.3-5.AP.1: Use a sequence of instructions to design an algorithm to accomplish a task.
CS.3-5.AP.2: Create a program that includes sequences, loops, and conditional statements.
CS.3-5.AP.3: Identify and correct errors in an algorithm or program.
21st Century Skills: Computational Thinking, Sequencing, Debugging, Problem-Solving, Collaboration, Informational Literacy
Standards:
Computer Science and Coding:
K-2.CS.AP.01: Develop a sequence of steps to solve a simple problem.
K-2.CS.AP.02: Debug a simple program to find and fix errors.
Mathematics - Mathematical Practice Standards (Grades K-8):
MP1: Make sense of problems and persevere in solving them.
MP4: Model with mathematics (mapping out a path on the grid).
CSTA (Computer Science Teachers Association) K-12 Computer Science Standards:
CS.K-2.AP.1: Use a sequence of instructions to design an algorithm to accomplish a task.
CS.K-2.AP.2: Create a program that includes sequences and simple loops.
CS.K-2.AP.3: Identify and correct errors in a program (debugging).
Potato Pirates is a thrilling card game that teaches computer programming concepts through a fun, pirate-themed adventure. Players use "Action Cards" and "Control Cards" to program attacks and defend their ships, learning about loops, conditionals, and sequencing. This game is a fantastic, screen-free way to make computational thinking accessible and engaging for students, fostering critical thinking, problem-solving, and strategic planning in a highly interactive and imaginative setting.
Age/Grade: 7+
Number of Players: 2-6 players
Play duration: 20-45 mins
Potato Pirates: Enter the Spudnet is a strategy board game that brilliantly visualizes how the Internet works without using any computers. In this game, players act as "Potato Pirates" dispatching ships (data packets) across the treacherous "Spudnet" (the Internet) to fulfill orders (client requests), all while dodging threats like botnets and firewalls. It is an exciting, tactile way to demystify complex cybersecurity and networking concepts—turning abstract ideas like IP addresses, data propagation, and DDoS attacks into a fun, competitive, or cooperative classroom experience.
Age/Grade: 10+
Number of Players: 2-6 players
Play duration: 30-60 mins
21st Century Skills: Computational Thinking, Critical Thinking, Problem-Solving, Communication
Standards:
Computer Science and Coding:
3-5.CS.AP.01: Develop a sequence of steps to solve a problem and represent that sequence in a program.
3-5.CS.AP.02: Identify and correct errors (debug) in a program.
Mathematics - Mathematical Practice Standards (Grades 5-8):
MP1: Make sense of problems and persevere in solving them.
MP4: Model with mathematics (understanding how the cards and rules represent a system).
CSTA K-12 Computer Science Standards:
CS.3-5.AP.1: Use a sequence of instructions to design an algorithm to accomplish a task.
CS.3-5.AP.2: Create a program that includes sequences, loops, and conditional statements.
CS.3-5.AP.3: Identify and correct errors in an algorithm or program.
Critical Thinking & Problem Solving: Players must optimize routes and manage resources (ships/packets) to overcome network congestion and opponent sabotage.
Communication & Collaboration: In the cooperative mode, students must verbally coordinate defenses against "bot" attacks, mimicking a real-world cybersecurity response team.
Information & Technology Literacy: It builds foundational knowledge of how digital information travels, fostering a deeper understanding of the systems students use daily.
Systems Thinking: Students learn to view the Internet as an interconnected system rather than a "black box" of magic.
Michigan Computer Science Standards (Based on CSTA):
Level 1B (Grades 3-5) - Networks & the Internet: 1B-NI-04 (Model how information is broken into smaller pieces, transmitted as packets through multiple devices over networks and the Internet, and reassembled at the destination).
Level 2 (Grades 6-8) - Networks & the Internet: 2-NI-04 (Model the role of protocols in transmitting data across networks and the Internet).
Level 2 (Grades 6-8) - Impacts of Computing: 2-IC-23 (Describe trade-offs between allowing information to be public and keeping information private and secure).
MITECS (Michigan Integrated Technology Competencies for Students):
Digital Citizen: Students understand the rights, responsibilities, and opportunities of living, learning, and working in an interconnected digital world.
CSTA K-12 Computer Science Standards:
Networks and the Internet: 1B-NI-04, 2-NI-04, 3A-NI-04 (Compare various security measures by evaluating the trade-offs of using them).
ISTE Standards (International Society for Technology in Education):
1.1 Empowered Learner: Students understand the fundamental concepts of technology operations.
1.2 Digital Citizen: Students engage in positive, safe, legal, and ethical behavior when using technology.
1.5 Computational Thinker: Students formulate problem definitions suited for technology-assisted methods such as data analysis and abstract models.
Roller Coaster Challenge is a logic puzzle and STEM-based game where players use critical thinking and engineering principles to build a working miniature roller coaster. Guided by a series of challenge cards, students arrange tracks and posts on a game grid to create a path for a small coaster car to travel from start to finish. This thrilling game helps students understand fundamental concepts of physics, such as gravity, kinetic energy, and potential energy, in an engaging and tangible way, making abstract scientific principles come to life.
Age: 6 +
Number of Players: 1
Play duration: varies on level of puzzle
Squirrels Go Nuts! is a clever and compact sliding-tile logic puzzle that challenges students to help squirrels hide their acorns for the winter. Players must strategically slide squirrel pieces around the game board to create a path that allows acorns to drop into a designated hole. This game is an excellent resource for the classroom, as it hones critical thinking, logical reasoning, and spatial awareness in a fun, single-player format. It presents a fantastic way for students to practice problem-solving skills independently and work through challenges with increasing difficulty.
Age: 4-8 yrs of age
Number of Players: 1-4
Play duration: varies on level of puzzle
Gravity Maze is a captivating and challenging logic game that combines a marble run with a 3D puzzle. Students use challenge cards to strategically place translucent towers on a grid, creating a path for a marble to reach its target. This game is an excellent tool for developing spatial reasoning, problem-solving, and critical thinking skills as players must visualize and plan a route for the marble using the forces of gravity and cause and effect.
Age/Grade: 8+
Number of Players: 1 maybe small group
Play duration: varies
Gnomes at Night is a cooperative and fast-paced maze game that challenges students to work together to find hidden treasures. Players on opposite sides of a vertical game board must communicate and collaborate to navigate magnetically connected gnome pieces through a winding labyrinth. This game is an excellent tool for teaching students the importance of communication, teamwork, and quick thinking as they learn to describe their side of the maze and guide their partner to success before time runs out.
Age/Grade: 6+
Number of Players: 2 -4
Play duration: 15minutes
21st Century Skills: logic, problem solving, critical thinking, engineering , creativity, spatial reasoning
Standards:
Science:
3-PS2-1: Plan and conduct an investigation to provide evidence of the effects of balanced and unbalanced forces on the motion of an object. (The game is a direct model of gravity's force on the coaster car.)
MS-ETS1-4: Develop a model to generate data for iterative testing and modification of a proposed object, tool, or process such that an optimal design can be achieved. (Students test their designs and make adjustments to ensure the car completes the track.)
05.22: Demonstrate contact and non-contact forces to change the motion of an object. (Demonstrates how the non-contact force of gravity, and contact forces like friction, affect the car's movement.)
Next Generation Science Standards (NGSS):
3-5-ETS1-2: Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem. (Players must consider multiple arrangements for their pieces and choose the one that works.)
MS-PS3-1: Construct and interpret graphical displays of data to describe the relationships between kinetic energy and the mass of an object and between kinetic energy and the speed of an object. (While not explicitly in the game, the principles of potential and kinetic energy are at play and can be used as a teaching tool.)
Common Core State Standards for Mathematics:
Geometry 5.G.A.1: Use a pair of perpendicular number lines, called axes, to define a coordinate system, with the intersection of the lines (the origin) arranged to coincide with the 0 on each line and a given point in the plane located by using an ordered pair of numbers, called its coordinates. (The grid on the game board provides a natural way to introduce coordinate systems and spatial relationships.)
21st Century Skills: problem solving, logic skills, pattern recognition, critical thinking, spatial reasoning
Standards:
Science:
MS-ETS1-4: Develop a model to generate data for iterative testing and modification of a proposed object, tool, or process such that an optimal design can be achieved. (Students are constantly testing different moves and modifying their plan until they find the solution.)
Mathematics:
3.G.A.1: Understand that shapes in different categories (e.g., rhombuses, rectangles, and others) may share attributes (e.g., having four sides), and that the shared attributes can define a larger category (e.g., quadrilaterals). (The game's grid and pieces provide a tangible way to discuss geometric shapes and spatial relationships.)
Next Generation Science Standards (NGSS):
3-5-ETS1-2: Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem. (Students can try different approaches to solving the puzzle and evaluate which path is most efficient.)
Common Core State Standards for Mathematics:
MP1: Make sense of problems and persevere in solving them. (The entire game is an exercise in this standard, as players must analyze the puzzle and work through it step by step.)
MP4: Model with mathematics. (The puzzle board acts as a model of a logical problem that can be solved with strategic thinking.)
21st Century Skills: logic skills, problem solving, pattern recognition, spatial reasoning, perseverance
Standards:
Science:
3-PS2-1: Plan and conduct an investigation to provide evidence of the effects of balanced and unbalanced forces on the motion of an object. (The game directly demonstrates the effect of gravity on the marble).
MS-ETS1-4: Develop a model to generate data for iterative testing and modification of a proposed object, tool, or process such that an optimal design can be achieved. (Players test and modify their tower arrangement to achieve a successful marble run).
Next Generation Science Standards (NGSS):
3-5-ETS1-2: Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem. (Students try different arrangements of towers to solve the puzzle).
K-PS2-1: Plan and conduct an investigation to compare the effects of different strengths or directions of pushes and pulls on the motion of an object. (A simple, but effective, demonstration of gravity as a force affecting motion).
21st Century Skills: strategic thinking, cooperation, problem-solving, communication, spatial reasoning
Standards:
English Language Arts:
ELA.2.SL.1: Participate in collaborative conversations with diverse partners about grade 2 topics and texts with peers and adults in small and larger groups. (The cooperative nature of the game encourages students to engage in constructive communication).
Social Studies:
SS.4.P4.2: Collaborate with others to plan and execute a project or investigation. (The game serves as a fun, quick project where students must work together to succeed).
Common Core State Standards for English Language Arts & Literacy in History/Social Studies, Science, and Technical Subjects:
SL.3.1: Engage effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grade 3 topics and texts, building on others' ideas and expressing their own clearly. (Directly relates to the required communication and teamwork in the game).
Otrio is a modern, strategic game based on the classic Tic-Tac-Toe. Played on a 3x3 grid with three different-sized concentric rings, players try to get three of their colored pieces in a row. However, there are three unique ways to win: by getting three pieces of the same size, by getting three pieces of ascending or descending size, or by getting three concentric pieces in a single space.
Age/Grade: 8+
Number of Players: 2-4
Play duration: 5-15 mins
The Uzzle: Stack Royale" is a fast-paced, competitive, block-stacking game where players race to build a specific structure on their base before anyone else. Unlike the original "The Uzzle," which is a pattern-matching puzzle, "Stack Royale" is a 3D building challenge where players must replicate a blueprint from a card. The game requires speed, dexterity, and precise spatial reasoning to be the first to complete the perfect build.
Age/Grade: 5+
Number of Players: 2-4
Play duration: 5-30 minutes
Jenga is a timeless game of physical and mental dexterity where players take turns removing one block at a time from a tower and placing it on top. This thrilling game helps students understand principles of physics and engineering as they strategically decide which block to remove without causing the tower to collapse. It's a fantastic tool for teaching spatial reasoning, fine motor skills, and risk assessment in a fun, hands-on way.
Ages/Grades: 4+
Number of Players: 1-6
Play Duration: Varies
21st Century Skills: Computational Thinking, Critical Thinking, Creativity, Communication, Self-Management
Standards:
CCSS.MP1. Make sense of problems and persevere in solving them.
CCSS.MP3. Construct viable arguments and critique the reasoning of others.
CCSS.MP7. Look for and make use of structure.
CCSS.SL.K.1 & CCSS.SL.1.1. Participate in collaborative conversations.
21st Century Skills: Critical Thinking, Collaboration, Creativity, Communication, Self- Management
Standards:
CCSS.MP1. Make sense of problems and persevere in solving them.
CCSS.MP5. Use appropriate tools strategically.
CCSS.SL.K.1 & CCSS.SL.1.1. Participate in collaborative conversations.
21st Century Skills: Critical Thinking, Communication, Collaboration, Connection, Creativity, Self-Management, Physical Dexterity, Patience, Perseverance
Standards:
Physical Education:
PE.3.2.1: Demonstrate smooth and efficient movement patterns in a variety of activities. (Focus on fine motor skills and hand-eye coordination)
Science:
3-PS2-1: Plan and conduct an investigation to provide evidence of the effects of balanced and unbalanced forces on the motion of an object. (Relating to the forces acting on the Jenga tower)
MS-ETS1-4: Develop a model to generate data for iterative testing and modification of a proposed object, tool, or process such that an optimal design can be achieved. (Relates to understanding structural integrity and stability)
Next Generation Science Standards (NGSS):
3-PS2-1: Plan and conduct an investigation to provide evidence of the effects of balanced and unbalanced forces on the motion of an object. (The core principle of Jenga)
K-2-ETS1-2: Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem. (Understanding how the shape and placement of blocks affect the tower's stability)
Zingo is a fast-paced game of matching and memory that's a fun and engaging way to teach vocabulary and word recognition. It's a bingo-style game where players slide the "Zinger" to reveal two tiles, and the first player to call out a matching tile on their card gets it. This game helps build foundational literacy skills and promotes quick thinking in a low-pressure, high-fun environment.
Age/Grade: 4-8 years of age
Number of Players: 2-6
Play duration: 10-20 minutes
Boggle Jr. is a fun and educational game that helps young children develop early literacy skills. With two levels of play, it introduces kids to letter recognition, matching, and spelling in a playful, low-pressure way. The "Match It/Spell It" mode helps students connect letters to a word's sound and structure, while the "Cover It" mode challenges them to spell from memory, building foundational reading and writing skills that are crucial for future academic success.
Age/Grade: 3-8 years of age
Number of Players: 1+
Play duration: 10 mins+
Robot Turtles is a fun and engaging game that introduces the foundational concepts of computer programming to young children without a screen. Players use "Code Cards" to program their Robot Turtle's movements on a grid, guiding it to a jewel. This game is an excellent hands-on tool for the classroom, teaching key programming principles like sequencing, debugging, and functions in a playful and collaborative environment where every player can win. The game’s layered complexity, which "unlocks" more advanced features, allows it to grow with students' skills.
Age/Grade: 4+
Number of Players: 2-5 Players (1 adult as the computer)
Play duration: 15+ minutes
21st Century Skills: Communication, Critical thinking, Collaboration, Information Literacy
State Standards:
English Language Arts - Reading Foundations:
RF.K.3: Know and apply grade-level phonics and word analysis skills in decoding words.
RF.1.3: Know and apply grade-level phonics and word analysis skills in decoding words.
English Language Arts - Speaking and Listening:
SL.K.1: Participate in collaborative conversations with diverse partners about kindergarten topics and texts with peers and adults in small and larger groups.
SL.1.1: Participate in collaborative conversations with diverse partners about grade 1 topics and texts with peers and adults in small and larger groups.
Common Core State Standards (CCSS) - English Language Arts & Literacy in History/Social Studies, Science, and Technical Subjects:
CCSS.ELA-LITERACY.RF.K.3: Know and apply grade-level phonics and word analysis skills in decoding words.
CCSS.ELA-LITERACY.RF.1.3: Know and apply grade-level phonics and word analysis skills in decoding words.
CCSS.ELA-LITERACY.RF.2.3: Know and apply grade-level phonics and word analysis skills in decoding words.
Penguin Coding Stones is a tactile, screen-free educational tool that introduces young children to the concepts of pre-coding and logical thinking. The game consists of durable, engraved stones with directional arrows that players use to create a path for a penguin. This hands-on activity is a brilliant way to teach foundational computer science skills like sequencing and directional language in a fun, tangible way. It’s perfect for the classroom because it encourages collaborative problem-solving and can be used in various learning environments, including outdoors.
Age/Grade: 2+
Number of Players: 1-3
Play duration: 5mins+
21st Century Skills: Computational Thinking, Problem-Solving, Logical Thinking, Directional Reasoning, Creativity, Collaboration and Communication
Standards:
Computer Science and Coding:
K-2.CS.AP.01: Develop a sequence of steps to solve a simple problem.
Mathematics - Geometry:
K.G.A.1: Describe objects in the environment using names of shapes, and describe the relative positions of these objects using terms such as above, below, beside, in front of, behind, and next to.
CSTA (Computer Science Teachers Association) K-12 Computer Science Standards:
CS.K-2.AP.1: Use a sequence of instructions to design an algorithm to accomplish a task.
CS.K-2.AP.3: Identify and correct errors in a program (debugging).
21st Century Skills: Literacy, Critical Thinking, Problem-solving, Communication
English Language Arts - Reading Foundations:
RF.K.1: Demonstrate understanding of the organization and basic features of print.
RF.K.3: Know and apply grade-level phonics and word analysis skills in decoding words.
English Language Arts - Foundational Skills:
L.K.2: Demonstrate command of the conventions of standard English capitalization, punctuation, and spelling when writing.
Common Core State Standards (CCSS) - English Language Arts & Literacy:
CCSS.ELA-LITERACY.RF.K.1.D: Recognize and name all upper- and lowercase letters of the alphabet.
CCSS.ELA-LITERACY.RF.K.3: Know and apply grade-level phonics and word analysis skills in decoding words.
CCSS.ELA-LITERACY.L.K.2.C: Write a letter or letters for most consonant and short-vowel sounds (phonemes).
21st Century Skills: Sequencing, Debugging, Problem-Solving, Abstraction, Collaboration and Communication
Standards:
Computer Science and Coding:
K-2.CS.AP.01: Develop a sequence of steps to solve a simple problem.
K-2.CS.AP.02: Debug a simple program to find and fix errors.
Mathematics - Mathematical Practice Standards (Grades K-8):
MP1: Make sense of problems and persevere in solving them.
MP6: Attend to precision.
MP7: Look for and make use of structure.
CSTA (Computer Science Teachers Association) K-12 Computer Science Standards:
CS.K-2.AP.1: Use a sequence of instructions to design an algorithm to accomplish a task.
CS.K-2.AP.2: Create a program that includes sequences and simple loops.
CS.K-2.AP.3: Identify and correct errors in a program (debugging).
The World Game is an exciting and highly educational geography game that takes players on a journey across the globe. By using cards with information about countries' flags, capitals, and key statistics, players compete to prove their knowledge of world geography. This game is an excellent resource for classrooms, providing a dynamic way to reinforce lessons about continents, countries, and cultural awareness while encouraging students to learn about the world beyond their local community.
Age/Grade: 7+
Number of Players: 2-5
Play duration: 20-40 minutes
The National Parks
Collect stones, postcards and camp in all of the National parks of the US. rekking the National Parks is an award-winning family board game that celebrates the U.S. national parks in a fun and competitive way. Players compete for points by claiming park cards and collecting trail stones as they travel across the map experiencing the wonders at each of these magnificent landscapes.
Ages: 10+
Number of Player 1-5
Game Duration: 30-60 mins
Cities
In Cities, students step into the shoes of urban architects tasked with renovating a modern city district. Through a clever "action drafting" mechanism, players must carefully select projects, building materials, and features to construct a 3x3 city grid that meets specific scoring goals. It is visually stimulating and highly beneficial for the classroom, as it transforms abstract concepts of logic, spatial reasoning, and long-term planning into a tactile, 3D puzzle that rewards efficiency and adaptability.
Ages: 10+
Number of Players: 2-4 players
Play Duration: 30-40 minutes
21st Century Skills: Global awareness, Information Literacy, Communication
Standards:
Social Studies - Geography:
3-G1.0.1: Use a variety of geographic tools to describe the human and physical characteristics of places.
4-G1.0.1: Locate the major landmasses and bodies of water on a globe or world map.
Social Studies - Civic Education and Government:
K-2.C2.0.1: Identify and describe the different types of governments and their leaders. (Can be used to discuss capitals and national leaders).
National Geography Standards:
Standard 1: How to use maps and other geographic representations, tools, and technologies to acquire, process, and report information from a spatial perspective.
Standard 2: How to acquire and organize information from a spatial perspective and interpret its meaning.
Standard 4: The physical and human characteristics of places.
The 21st Century Skills
Critical Thinking & Problem Solving Communication & Collaboration
Information Literacy
The Michigan State Standards it Aligns to Social Studies: Geography (e.g., 5-G3.0.1 - Locate and describe the physical and human characteristics of places and regions). Science: Environmental Science (e.g., content related to ecosystems, conservation, and physical geography found in the park descriptions).The National Standards it Aligns to NCSS Theme 3: People, Places, and Environments (e.g., explore how people and environments interact). Geography Standards (e.g., Standard 1: How to use maps and other geographic representations, tools, and technologies to acquire, process, and report information from a spatial perspective).
The 21st Century Skills
Critical Thinking & Problem Solving: Students must analyze available resources (drafting pool) and prioritize which elements (scoring cards, tiles, or buildings) will yield the highest value for their specific city layout.
Flexibility & Adaptability: Since resources are drafted from a shared pool, students must constantly pivot their strategy when an opponent takes a piece they needed.
Creativity and Innovation: Students are physically building a unique city layout, requiring them to visualize how 3D components (buildings) and flat tiles (parks/water) interact to form a cohesive district.
Michigan State Standards Alignment
Social Studies (Geography - Human Systems):
3-G4.0.1: Describe major kinds of economic activity in Michigan (and generally) and explain the factors influencing the location of these activities (represented by placing specific building types in specific patterns).
3-G5.0.1: Describe how people are a part of, adapt to, use, and modify the physical environment (represented by clearing spaces and placing urban structures).
Mathematics (Geometry):
5.G.B.3: Understand that attributes belonging to a category of two-dimensional figures also belong to all subcategories of that category (relevant when organizing the 3x3 grid and tile types).
MP.1: Make sense of problems and persevere in solving them (optimizing the city grid).
National Standards Alignment
NCSS (National Council for the Social Studies) Theme 3: People, Places, and Environments: The game models how human decisions shape the physical layout of a community and how different features (parks, water, industry) coexist.
NCSS Theme 7: Production, Distribution, and Consumption: The drafting mechanic simulates the scarcity of resources and the need to make economic choices about what to "produce" (build) in the city.
NGSS (Next Generation Science Standards) - Engineering Design (3-5-ETS1-2): Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem (represented by the scoring cards which act as the "constraints" for the city design).
Proof! is an award-winning, fast, fun, and addicting math game. Work that mental math magic as you race to find creative equations hidden among nine numbers cards. Keep what you find and collect the most cards to win!
Ages 9+
Number of Player: 2-6 players
Play duration:
Players race to arrange a set of 5 board game cubes to match the pattern on the card; the first player to succeed wins! Award winning!
Age/Grade: 7+
Number of Players: 1-4 players
Play duration: 5-30mins
Build matching ines by matching tiles based on either color or shape, and score points as you go. This is great for ages 6 and up!
Age/Grade: 6+
Number of Players: 2-4 player
Play duration: 20-30mins
21st Century Skills: Critical Thinking, Problem Solving, Visual-Spatial Reasoning, Creativity, Self-Management, Collaboration and Communication
Standards:
MP1: Make sense of problems and persevere in solving them.
MP2: Reason abstractly and quantitatively.
MP6: Attend to precision.
MP7: Look for and make use of structure (seeing relationships between numbers to form equations).
21st Century Skills: Critical Thinking, Problem Solving, Visual-Spatial Reasoning, Creativity, Self-Management, Collaboration and Communication
Standards:
MP1 :Make sense of problems and persevere in solving them
MP4: Model with mathematics
MP5: Use appropriate tools strategically
MP6: Attend to precision
MP7: Look for and make use of structure
21st Century Skills: Critical Thinking, Problem Solving, Visual-Spatial Reasoning, Creativity, Self-Management, Collaboration and Communication
Standards:
K.G.B.4 - Analyze/compare shapes describing similarities and differences
1.G.A.1 - Distinguish between defining vs non-defining attributes
2.NBT.B.5 - Fluently add/subtract within 100
MP3 - Construct viable arguments and critique the reasoning of others
MP7 - Look for and make use of structure
Roll it, match it, and SCORE IT! The first to score 40 wins, but be careful, your opponents might challenge you for the same card. Take a chance and roll for it!
Ages 8+
2-4 players
Play duration: 20-30 minutes
This quick playing dice game will have you on the edge of your seat. It's simple, but decide carefully - the more numbers you cross off, the higher you score. There's no downtime between rolls, one round will give you Qwixx-fever!
Ages8+
2-5 players
Play duration: 15-30 minutes
Grab your 10 dice and start rolling as quickly as you can until you or your opponents find all ten of your dice on the same number. So many ways to play. You'll be in a frenzy when you play Tenzi! By the way, the odds of getting all 10 dice to land on one number in one roll are 10,077,696 to 1.
Ages7+
2- many players
Play duration: varies; 1minute per round.
21st Century Skills: Critical Thinking, Problem Solving, Visual-Spatial Reasoning, Creativity, Self-Management, Collaboration and Communication
Standards:
K.CC.B.5 - Count to answer "how many"
K.OA.A.1 - Represent addition/subtraction with mental images
2.NBT.B.5 - Fluently add/subtract within 100
MP5 - Use appropriate tools strategically
MP7 - Look for and make use of structure
21st Century Skills: Critical Thinking, Problem Solving, Visual-Spatial Reasoning, Creativity, Self-Management, Collaboration and Communication
Standards:
1.OA.C.6 - Add/subtract within 20 demonstrating fluency within 10. Use strategies like counting on, making 10, and using easier/known sums
2.NBT.B.5 - Fluently add/subtract within 100
MP1- Make sense of problems and persevere in solving them
MP7 - Look for and make use of structure
21st Century Skills: Critical Thinking, Problem Solving, Visual-Spatial Reasoning, Creativity, Self-Management, Collaboration and Communication
Standards:
K.CC.B.4 - Understand the relationship between numbers and quantities
K.CC.B.5 - Count to answer "how many"
MP6 - Attend to precision
MP7 - Look for and make use of structure
Math Fluxx is a fast-paced card game where the rules of the game and the winning Goal are always changing, but the core challenge is always mathematical. Players use Keeper cards—single-digit numbers—and the four basic operations to form the numerical answer currently required by the Goal card. This game provides constant mental math practice using addition, subtraction, multiplication, and division, while the Fluxx mechanic encourages players to adapt their numerical strategy rapidly. It's a fantastic, low-pressure tool for building calculation fluency and creative problem-solving in a fun, non-traditional math setting.
Ages: 8+
Number of players: 2-6
Play Duration: 5-30 minutes
The 21st Century Skills
Critical Thinking & Problem Solving
Flexibility & Adaptability:
Communication
Reasoning
The Michigan State Standards Aligns to* Standards for Mathematical Practice (SMP): SMP 1 - Make sense of problems and persevere in solving them (constantly re-evaluating which number combinations to pursue).* Standards for Mathematical Practice (SMP): SMP 2 - Reason abstractly and quantitatively (connecting the abstract number goal to the concrete numbers in hand and the allowed operations).* Elementary/Middle School Content (Example): 3.OA.D.8 (Solve two-step word problems using the four operations) and 4.OA.A.3 (Solve multi-step word problems posed with whole numbers and assess the reasonableness of answers).The National Standards Aligns to* Common Core State Standards for Mathematics (CCSS-M): Operations and Algebraic Thinking (OA): Fluency with the four basic operations (e.g., CCSS.Math.Content.3.OA.C.7).* Number and Operations in Base Ten (NBT): Introduction to place value concepts, especially when using single-digit Keepers to form multi-digit Goals (e.g., 4 and 2 become 42).* Standards for Mathematical Practice (SMP): Aligns strongly with the Mathematical Practices by requiring students to Model with mathematics (SMP 4) and Attend to precision (SMP 6) when performing calculations to meet the Goal.
Mancala is a simple but strategic game that has been played for centuries. With its simple setup and rules, Mancala provides a great opportunity to introduce students to logical thinking, planning, and mental math. Its quick gameplay makes it an excellent choice for a classroom warm-up or a brain break that still keeps students engaged in learning.
Age/Grade: Grades K-5 (Ages 5-11)
The number of players is it designed for: 2 Players
Play Duration: 5-15 minutes
Codenames
Codenames is a thrilling and engaging team-based word association game that challenges players to use their communication and critical thinking skills to connect seemingly unrelated words. As "Spymasters," students must provide one-word clues that link multiple words on the board, while their teammates, "Field Operatives," work together to decipher the clues and avoid the dreaded "Assassin" word. This game is a fantastic way to enhance vocabulary, creative thinking, and collaborative problem-solving in a fun and fast-paced environment.
Age/Grade: Grades 6+ (Ages 11+)
The number of players is it designed for: 2-8+ players
Play Duration: 15 minutes
Things in Rings
Things in Rings is a clever and deductive party game that challenges players to think like a "Knower" and correctly place "Thing" cards into a Venn diagram. With only one player knowing the secret rules for each ring, the game encourages players to use logic and deduction to interpret the clues and make the right choices. It's an excellent tool for teaching and reinforcing concepts of categorization, critical thinking, and collaborative problem-solving in an engaging and fun format.
Age/Grade: Grades 3+ (Ages 8+)
The number of players is it designed for: 2-6+ players
Play Duration: 15-20 minutes
The 21st Century Skills:
Critical Thinking and Problem Solving
Logical Reasoning
Numeracy
The Michigan State Standards it aligns to:
Mathematics Standards:
K.CC.A.2: Count forward beginning from a given number within the known sequence.
1.NBT.B.2: Understand that the two digits of a two-digit number represent amounts of tens and ones. (Can be adapted to represent grouping)
2.OA.B.2: Fluently add and subtract within 20 using mental strategies.
3.OA.D.8: Solve two-step word problems using the four operations. (Can be applied to strategic thinking)
The National Standards it aligns to:
CCSS.MATH.CONTENT.K.CC.A.2: Count forward beginning from a given number within the known sequence.
CCSS.MATH.CONTENT.1.NBT.B.2: Understand that the two digits of a two-digit number represent amounts of tens and ones.
CCSS.MATH.CONTENT.2.OA.B.2: Fluently add and subtract within 20 using mental strategies.
ISTE Standards for Students:
1.5 Computational Thinker: Students develop and employ strategies for understanding and solving problems using a variety of methods, including mental modeling and logical reasoning.
1.6 Creative Communicator: Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication. (Can be applied to students explaining their strategy)
The 21st Century Skills:
Communication and Collaboration:
Creativity and Innovation:
Critical Thinking and Problem Solving
Media and Information Literacy
The Michigan State Standards it aligns to:
English Language Arts Standards:
L.6.5: Demonstrate understanding of figurative language, word relationships, and nuances in word meanings.
L.7.4: Determine or clarify the meaning of unknown and multiple-meaning words and phrases based on grade 7 reading and content, choosing flexibly from a range of strategies.
SL.8.1: Engage effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grade 8 topics, texts, and issues, building on others’ ideas and expressing their own clearly.
W.9-10.4: Produce clear and coherent writing in which the development, organization, and style are appropriate to task, purpose, and audience. (Can be applied to clue-giving)
The National Standards it aligns to:
CCSS.ELA-LITERACY.L.6.5: Demonstrate understanding of figurative language, word relationships, and nuances in word meanings.
CCSS.ELA-LITERACY.SL.7.1: Engage effectively in a range of collaborative discussions...
CCSS.ELA-LITERACY.L.8.4: Determine or clarify the meaning of unknown and multiple-meaning words and phrases...
ISTE Standards for Students:
1.3 Knowledge Constructor: Students critically curate a variety of resources using digital tools to construct knowledge, produce creative artifacts and make meaningful learning experiences for themselves and others. (Can be applied to making connections between words)
1.6 Creative Communicator: Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.
The 21st Century Skills:
Critical Thinking and Problem Solving
Communication and Collaboration
Creativity and Innovation:.
Information Literacy:
The Michigan State Standards it aligns to:
Mathematics Standards:
3.MD.A.1: Tell and write time to the nearest minute and measure time intervals in minutes. (Can be applied to the time-based aspect of gameplay).
4.G.A.1: Draw points, lines, line segments, rays, angles (right, acute, obtuse), and perpendicular and parallel lines. Identify these in two-dimensional figures. (Relates to the geometric shapes of the rings)
English Language Arts Standards:
L.6.5: Demonstrate understanding of figurative language, word relationships, and nuances in word meanings.
L.7.4: Determine or clarify the meaning of unknown and multiple-meaning words and phrases...
SL.8.1: Engage effectively in a range of collaborative discussions...
The National Standards it aligns to:
Common Core State Standards for Mathematics:
CCSS.MATH.CONTENT.3.MD.A.1: Tell and write time to the nearest minute...
CCSS.MATH.CONTENT.4.G.A.1: Draw points, lines, line segments...
CCSS.ELA-LITERACY.L.6.5: Demonstrate understanding of figurative language, word relationships, and nuances in word meanings.
CCSS.ELA-LITERACY.SL.7.1: Engage effectively in a range of collaborative discussions...
ISTE Standards for Students:
1.3 Knowledge Constructor: Students critically curate a variety of resources... to construct knowledge...
1.5 Computational Thinker: Students develop and employ strategies for understanding and solving problems using a variety of methods.
So Clover!
So Clover! is a vibrant, cooperative word-association game where students work together to decipher each other's secret keyword clues. It creates a fantastic, low-pressure environment for building vocabulary and exploring nuances in language, as players must creatively link two distinct random words with a single clue. It is perfect for the classroom because it encourages lateral thinking and team consensus, turning vocabulary practice into a shared triumph rather than a competition.
Ages: 10+
Number of Players: 3-6
Play Duration: 30-45 minutes
Prepare for a cooperative card game challenge like no other! In The Crew, you and your fellow astronauts must work together, completing increasingly difficult missions by winning specific tricks in a space journey. The catch: communication is strictly limited, creating a thrilling and unique environment where students must develop subtle, non-verbal cues and masterful collaborative planning to succeed, benefiting the classroom by honing teamwork, communication, and complex problem-solving skills under pressure.
Ages: 10+
Number of Players: 2-5
Play Duration: 20 minutes per mission
The Mind is a revolutionary cooperative card game where the team attempts to play a series of numbered cards in ascending order, all without any communication—no talking, no signaling, just a shared, almost telepathic sense of timing! This creates an amazing, focused environment that benefits the classroom by cultivating intense, non-verbal collaboration, building mutual trust, and developing a subtle, shared understanding of rhythm and timing that translates into improved group synchronicity for future projects.
Ages: 8+
Number of Players: 2-4
Play Duration: 15-20 minutes
This game is a powerhouse for the 4 Cs:
Communication: Students must articulate why they believe a specific clue points to a specific card, requiring them to verbalize their thought processes clearly.
Collaboration: The game is fully cooperative. Students must debate, listen to differing perspectives, and reach a consensus to solve the board.
Critical Thinking: Players must analyze relationships between semantically different words to find a common thread (e.g., linking "Apple" and "Gravity" with the clue "Newton").
Creativity: Writing clues requires divergent thinking to find a single word that bridges two unrelated concepts.
English Language Arts (ELA)
L.5 (Vocabulary Acquisition and Use): Demonstrate understanding of figurative language, word relationships, and nuances in word meanings.
SL.1 (Speaking and Listening): Engage effectively in a range of collaborative discussions (one-on-one, in groups, and teacher-led) with diverse partners on grade-level topics and texts, building on others’ ideas and expressing their own clearly.
English Language Arts (CCSS)
CCSS.ELA-LITERACY.CCRA.L.3: Apply knowledge of language to understand how language functions in different contexts, to make effective choices for meaning or style, and to comprehend more fully when reading or listening.
CCSS.ELA-LITERACY.CCRA.L.5: Demonstrate understanding of figurative language, word relationships, and nuances in word meanings.
CCSS.ELA-LITERACY.CCRA.SL.1: Prepare for and participate effectively in a range of conversations and collaborations with diverse partners, building on others' ideas and expressing their own clearly and persuasively.
The 21st Century Skills:
Communication
Collaboration
Critical Thinking and Problem Solving:
Flexibility and Adaptability
The Michigan State Standards it Aligns to:
SEL (Social and Emotional Learning) Competencies:
Relationship Skills: Demonstrating cooperation, working collaboratively to achieve group goals, and constructively managing conflict (e.g., when a task fails).
Social Awareness: Demonstrating awareness of other people's perspectives (e.g., trying to infer what a teammate's clue means).
Communication Standards (K-12):
Applying effective listening strategies to gain understanding.
Using communication strategies and skills effectively to present ideas to others (within the game's constraints).
The National Standards it Aligns to:
Common Core State Standards (CCSS) for English Language Arts (ELA) - Speaking & Listening (SL):
CCSS.ELA-LITERACY.SL.X.1: Prepare for and participate effectively in a range of conversations and collaborations with diverse partners, building on others' ideas and expressing their own clearly and persuasively. (The limited communication simulates this in a high-stakes, constrained environment).
Partnership for 21st Century Skills (P21) Framework:
Directly aligns with the Learning and Innovation Skills (The 4 Cs: Critical Thinking, Communication, Collaboration, Creativity).
The 21st Century Skills:
Collaboration
Non-Verbal Communication:
Focus and Concentration:
Critical Thinking/Algorithmic Thinking
The Michigan State Standards it Aligns to:
SEL (Social and Emotional Learning) Competencies:
Relationship Skills: Practicing shared decision-making, demonstrating cooperation, and maintaining a high degree of mutual respect and patience.
Self-Management: Developing skills for sustained focus, self-regulating impulse control (resisting the urge to play too early or too late), and constructively managing the frustration of failure.
Mathematics Standards (Numbers and Operations):
Ordering and Comparing Integers: The fundamental mechanic reinforces the quick, instinctual ordering and comparing of numbers up to 100.
The National Standards it Aligns to:
Common Core State Standards (CCSS) for English Language Arts (ELA) - Speaking & Listening (SL):
CCSS.ELA-LITERACY.SL.X.1: Engages students in collaboration where the standard requirement of "building on others' ideas" is replaced by "building on others' timing and intent," still requiring a highly receptive and responsive partnership.
Common Core State Standards (CCSS) for Mathematics (K–5):
CCSS.Math.Content.2.NBT.A.4: Compare two three-digit numbers based on meanings of the hundreds, tens, and ones digits, using $>$, $=$, and $<$ symbols to record the results of comparisons (reinforced by comparing two-digit numbers up to 100).
Tapple is a frantic, fast-paced word game that combines vocabulary recall with a ticking clock, forcing players to rapidly name things within a category before a 10-second timer runs out! Each answer must begin with an available letter on the unique Tapple wheel, creating a high-energy environment that benefits the classroom by dramatically increasing vocabulary retrieval speed, strengthening categorization skills, and promoting quick-thinking under pressure, all essential for improving fluency in both verbal and written communication.
Ages: 8+
Number of Players: 2-8
Play Duration: 10-20 minuts
Jump into the chaotic fun of Fluxx, where the rules and even the goal of the game are constantly changing based on the cards you play! This card game is an excellent tool for teaching students how to closely read and interpret explicit text, requiring them to constantly adapt their strategy as the core conditions shift. It's a low-stakes environment to practice flexible thinking, cope with unexpected change, and communicate with peers to ensure everyone understands the current rules.
Ages: 8+
Number of Players: 2-6 Players
Play Duration: 5-30 Minutes
The 21st Century Skills:
Communication (Vocabulary & Fluency)
Critical Thinking
Information/Media Literacy
Life & Career Skills (Productivity & Accountability)
The Michigan State Standards it Aligns to:
English Language Arts (ELA) - Vocabulary Acquisition and Use (e.g., CCSS-aligned expectations):
Acquiring and Using Vocabulary: Explicitly reinforces the rapid recall and proper use of general academic and domain-specific words and phrases.
Categorization and Semantic Mapping: Students practice identifying words that belong to a defined category, a key reading comprehension and organization skill.
Social and Emotional Learning (SEL) Competencies:
Self-Management: Managing competitive stress and maintaining focus despite the time pressure.
Social Awareness: Exhibiting good sportsmanship in a competitive setting.
The National Standards it Aligns to:
Common Core State Standards (CCSS) for English Language Arts (ELA) - Vocabulary (L):
Directly aligns with standards focusing on Language (L) Acquisition and Use, particularly the ability to utilize general academic and domain-specific vocabulary precisely and effectively in a timely manner.
Partnership for 21st Century Skills (P21) Framework:
Aligns with Literacy Skills, particularly Information Literacy and Media Literacy, as the categories draw on a wide base of general knowledge.
The 21st Century Skills
Flexibility & Adaptability
Critical Thinking
Communication
Information Literacy/Reading Comprehension
The Michigan State Standards Aligns to* ELA - Reading Comprehension: Closely reading explicit instructions (rules and goals) on cards.* ELA - Speaking & Listening (SL): Engaging in collaborative discussions and clearly explaining one's thinking and rule interpretation. (e.g., K-12.SL.1)* Social Emotional Learning (SEL): Developing social skills, coping with change, and discussing differences politely. (Aligned with CASEL competencies like Responsible Decision-Making and Social Awareness, as promoted by programs like the Michigan Model for Health).The National Standards Aligns to* ELA - College and Career Readiness Anchor Standards for Reading (CCR.R): Reading closely to determine what the text explicitly says and making logical inferences from it (CCR.R.1).* ELA - College and Career Readiness Anchor Standards for Speaking & Listening (CCR.SL): Preparing for and participating effectively in a range of conversations and collaborations (CCR.SL.1).* Social Emotional Learning (SEL): Fostering skills in self-management and responsible decision-making (via CASEL framework).
Dungeons and Dragons Starter Kit
The Dungeons & Dragons Starter Kit is an introductory gateway into the world of collaborative storytelling and tabletop role-playing. It provides all the essentials for a new group to embark on their first fantasy adventure, including a streamlined rulebook, pre-generated characters, and a full campaign. This game is an exceptional tool for the classroom, fostering a unique blend of creative writing, mathematical problem-solving, and social-emotional development. By stepping into the shoes of a heroic character, students are empowered to express themselves, work as a team, and build a world together.
Age/Grade: Grades 5+ (Ages 10+)
The number of players is it designed for: 2-6 players (1 Dungeon Master and 1-5 players)
Play Duration: The included campaign is designed to last for multiple sessions, ranging from 10 to over 30 hours of total play, depending on the group's pace.
Critical Core is a therapeutic tabletop role-playing game that uses simplified D&D 5th edition mechanics to help players develop crucial social-emotional and executive functioning skills. Through collaborative storytelling and problem-solving adventures, students engage in role-play, combat, and exploration, which is a dynamic way to practice skills like perspective-taking, collaboration, and emotional regulation in a safe, fun, and engaging classroom environment. It provides a structured alternative to traditional social skills training, making developmental learning feel like an exciting adventure. This game is designed especially for children on the autism spectrum build social skills and confidence.
3-4 Players (plus one facilitator/Game Master)
Play Duration: Varies
The 21st Century Skills:
Critical Thinking and Problem Solving
Communication and Collaboration
Creativity and Imagination:
Literacy
Mathematical Reasoning:
Michigan Standards:
W.5.3, W.6.3, etc.: Write narratives to develop real or imagined experiences or events using effective technique, descriptive details, and well-structured event sequences. (Directly relates to collaborative storytelling).
SL.5.1, SL.6.1, etc.: Engage effectively in a range of collaborative discussions with diverse partners, building on others' ideas and expressing their own clearly.
L.6.4, L.7.4, etc.: Determine or clarify the meaning of unknown words and phrases. (Players encounter a wide range of vocabulary in a fantasy setting).
Mathematics Standards:
4.OA.A.3: Solve multistep word problems posed with whole numbers and having whole-number answers using the four operations. (Applies to calculating combat outcomes and resource management).
6.SP.B.5: Summarize numerical data sets in relation to their context. (Students can learn about probability through dice rolls).
The National Standards it aligns to:
CCSS.ELA-LITERACY.W.5.3: Write narratives...
CCSS.ELA-LITERACY.SL.6.1: Engage effectively in a range of collaborative discussions...
CCSS.ELA-LITERACY.L.7.4: Determine or clarify the meaning of unknown and multiple-meaning words...
ISTE Standards for Students:
1.5 Computational Thinker: Students develop and employ strategies for understanding and solving problems.
1.6 Creative Communicator: Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication. (Applies to role-playing and storytelling).
1.7 Global Collaborator: Students use digital tools to broaden their perspectives and enrich their learning by collaborating with others and working effectively in teams.
Communication: Expressing ideas, listening actively, verbalizing character actions.
Collaboration: Working as a team to solve narrative and combat problems.
Critical Thinking & Problem Solving: Strategic planning, multi-causal thinking, and navigating complex social scenarios.
Creativity: Engaging in pretend play, developing character backstories, and creative problem-solving.
Social-Emotional Learning (SEL) & Intrapersonal/Interpersonal Skills:
Regulation (Emotional Resilience, Frustration Tolerance)
Perspective (Empathy, Understanding other viewpoints)
Planning (Executive Function)
Self-Advocacy & Social Confidence
Michigan K-12 Social Studies Standards: Development of Process Skills such as gathering, organizing, and evaluating information, and engaging in constructive critical thinking and communication.
English Language Arts (ELA) & Speaking/Listening Standards (e.g., Common Core-aligned): Engaging effectively in a range of collaborative discussions, presenting claims and findings, and using clear and well-structured reasoning.
Michigan's Vision for K-12 Education: Fosters the development of students as involved citizens, literate individuals, and self-directed, lifelong learners by blending content knowledge with real-world applications (simulated through the game).
The National Standards it Aligns to: Critical Core's developmental capacities are built upon established frameworks and align with major national educational standards:
Common Core State Standards (CCSS): Alignment with ELA speaking and listening standards, as well as the emphasis on Critical Thinking, Problem Solving, Communication, and Collaboration.
AASL Standards for the 21st-Century Learner: Emphasis on critical thinking, problem-solving, communication, and collaboration—essential skills for information literacy and inquiry-based research.
Social-Emotional Learning (SEL) Frameworks (e.g., CASEL): Directly addresses competencies like Social Awareness (perspective-taking, empathy), Relationship Skills (collaboration, teamwork), and Self-Management (emotional regulation, goal setting).
ISTE Standards for Students: Though not technology-focused, the game helps develop general competencies like Creative Communicator and Computational Thinker through structured, logical problem-solving within the narrative.
Want to know more about the importance of Board Games in the classroom? Ask us about our Board Games in the Classroom Materials!