Game-Based Learning K-7

Figueroa-Flores (2016) describes GBL as a much needed strategy for engaging and motivating 21st century learners. As these learning tools are not only used for reinforcing knowledge but also develop important skills such as problem solving, collaboration and communication. The argument is that games for entertainment have been shown to be able to motivate learners to stay engaged over long periods through a series of game features that are of a motivational nature. These features include incentive structures, such as stars, points, leaderboards, badges, and trophies (Plass et al, 2015). Incentive structures such as these are motivating for young learners, and inspire them to work towards learning goals while maintaining the fun of playing a game. 


Using games to motivate students and allow them to practice skills in a low stakes environment has been used in elementary classrooms for many years. From Oregon Trail to Reader Rabbit in the '80s, the use of digital games to captivate learners has been growing for the past fifty years. GBL for young learners has evolved significantly, providing a magnitude of opportunities to teach curriculum in more engaging ways using new advancements in technology. 

BC Curricular Core Competencies 

Please use the above link for more information about the Core Competencies. We will referring to the Core Competencies within each game we discuss from this point forward. 
Government of British Columbia: BC's Curriculum (Core Competencies)

Concept Practice

These examples of games are best used for students to practice concepts already taught. Many have the ability for individual accounts to be created for differentiation, allowing learners to practice skills most relevant to their learning. They could be used regularly for extra practice, or used at home to reinforce skills taught at school. 

Click each title for a direct link to that educational resource. 

Math Practice Game

Core Competencies:  

Communication, Critical Thinking, Personal Awareness and Responsibility 

Classroom Applications: 

Additional practice for concepts that benefit from significant practice (ex. operation practice). 

Word Problem practice- can be individually assigned or together in groups. 

Teacher has ability to set individual difficulty level for students to differentiate practice. 

Hints or tutorials pop up for students who are struggling to explain how to complete a question. 

At home practice of classroom concepts, communication with parents about which math unit the class is studying. 

Assessment- students can be assigned questions on a specific outcome from the curriculum. Program provides easy to read data on students skills, showing which students are above, at and below grade level. 

Math Practice Game

Core Competencies: 

Communication, Critical Thinking, Personal Awareness and Responsibility 

Classroom Applications: 

Very similar program to Mathletics, however is FREE! 

Downside is there is a larger emphasis on the game aspect and less on the math side in comparison. Some limitation on assessment capabilities in comparison to Mathletics. 

Language Practice Game

Core Competencies: 

Communication, Critical Thinking, Personal Awareness and Responsibility 

Classroom Applications: 

Warm up or cool down class activity before beginning class. 

Individual practice of language being taught (ex. French class) 

Can be used at home for additional practice. 

Can be used in groups to encourage collaboration among students in practicing new vocabulary. 

Reading and Literacy Practice Game

Core Competencies: 

Communication, Critical Thinking, Personal Awareness and Responsibility 

Classroom Applications: 

Guided reading practice with Ipads. 

Individual reading practice with Ipads. 

Teacher has ability to set individual difficulty level for students to differentiate reading abilities. 

At home practice of reading, communication with parents about where their child is with reading

Assessment- students can be assigned books at a specific level and comprehension questions. Program provides easy to read data on students skills, showing which students are above, at and below grade level. 

Class Engagement

These examples are best used as a whole class for a short period of time or for a quick check in. 

Click each title for a direct link to that educational resource. 

Fun class quizzes using computers or mobile devices 

Core Competencies: 

Communication, Social Responsibility

Classroom Applications: 

Wrap up activity for a unit already taught. 

Review as a class before a quiz or test. 

Fun get to know your peers game, students can make up a question about themselves. 

Kahoots can be created by teachers, or templates are available to use and categorized by topic. 

Movement Break App

Core Competencies: 

Personal Awareness and Responsibility, Social Responsibility

Classroom Applications: 

Whole class movement break before an assembly or presentation. 

Great alternative for recess when weather does not permit going outside. 

Mindfulness activities, calming students down after a high energy activity. 

Classroom communication and well being 

Core Competencies: 

Personal Awareness and Responsibility, Social Responsibility

Classroom Applications: 

Communication with households about student engagement in class. 

Social-emotional learning activities to share as a class. 

Video discussion board

Core Competencies: 

Communication, Creative Thinking, Social Responsibility 

Classroom Applications: 

Students can post a video in response to a discussion question. 

During online learning, allowed students to see and hear their peers individually with each student posting a video on a topic for the class. 

Posts can be done asynchronously when students feel they have decided what to say, or when tech is available. 

Project Based 

These games are best used as part of an intentional unit of study, to be used over a longer time period. They are great resources for utilizing tech in connection with curricular areas such as science, social studies etc. 

Click each title for a direct link to that educational resource. 

Animated Educational Site, Games and tutorials organized by subject & unit

Core Competencies: 

Critical Thinking, Social Responsibility 

Classroom Applications: 

Digital resources are categorized by age group and subject area. 

Games are more complex, most science focused games show the cause-effect relationship between human actions and environmental impacts on events such as a drought. 

Students can explore a specific area as an introduction to a unit of study (ex. forests). There are videos, questions, games etc. 

Sample Game


Platform with coding capabilities, can be adapted for specific curriculum intentions

Core Competencies: 

Communication, Creative Thinking, Critical Thinking, Positive Personal and Cultural Identity 

Classroom Applications: 

Teachers can set up a world with just your students in it for a specific purpose. 

Teachers are able to design their own worlds for students to work in, or use a template. 

Lessons for Minecraft Education

Many templates are available that are connected to specific curricular outcomes. For example, in Grade 4 there is a world designed to mimic a fur trade. Students can explore the existing fort to understand how to create their own. Then in a new world students can create their own forts, with rivers for the voyageurs and participate in a fur trade of their own making. 

As Minecraft is built mostly using cubes, it works well as a platform for teaching area, perimeter, volume and capacity. 

Platform to teach coding, ability for students to be creative in expressing their understanding 

Core Competencies: 

Communication, Creative Thinking, Critical Thinking

Classroom Applications: 

Can be used for students to build animations to demonstrate their understanding of concepts taught in class. For example, the life cycle of a plant can be coded and illustrated to show the stages a plant goes through. 

Students can create their own games and publish them to the scratch catalogue. 

Interactive stories can also be created through user friendly block based coding. 

Collaborative and interactive group project 

Core Competencies: 

Communication, Creative Thinking, Critical Thinking, Positive Personal and Cultural Identity, Social Responsibility 

Classroom Applications: 

Great opportunity for students to work together in teams and problem solve, collaborate and think critically together. 

There are escape room templates for math, social studies, science etc. These are best used after students have some foundational knowledge of the topic and can then apply it to the escape room setting. 

BreakoutEDU uses QR codes to take students through the stages of the escape room. 

This video provides an easy to follow guide to making your own class Escape Room.

Give this Egypt-themed educational digital escape room a try.

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