(How to Find Games for Classroom Learning)

Karen Schrier’s 2019 book, LEARNING, EDUCATION & GAMES, is a relatively new and a go-to source for some of the more thoughtful and innovative educational video games currently available. There are many games discussed in detail and each entry includes a link to where the games can be accessed online. Follow this link for more information. I do want to encourage you to choose one of these games for your Video Gaming exploration.

The games considered in the edited book can be sorted in many ways, such as by grade or platform or cost, etc. below I have made a sampling of the video games. The descriptions are shortened. All links are included. Below, the games are organized by discipline.

EnglishSocial StudiesSTEM

English | Language Arts

Antura & the Letters – Arabic

Antura &the Letters is an educational and humanitarian research project led since 2016 by the Cologne. Game Lab TH K.ln (applied university of Cologne), in collaboration with the non-profit organization, Video GameWithout Borders and the Lebanese game company, Wixel Studio. Antura is an educational mobile game targeting 5- to 10-year-old children, which was primarily distributed to reach the Syrian refugees in the Middle East. The educational goal of the game is to help players to acquire the basics of Arabic literacy, including Arabic letters, reading comprehension, and some vocabulary. But the game also has a social well-being objective to support flow, engagement, and motivation.

  • Developers: Cologne Game Lab – TH-Koln, Video Game Without Borders, Wixel Studio
  • Year: Open Beta March 2017, Final release March 2018, published by Video Game Without Borders
  • Platform(s): Playable on phones and tablets (Android and iOS); Windows PC
  •  Number of players: Single player
  •  Genre: Educational game; mobile game
  •  Type of game: Mobile game
  •  Curricular connections: Language learning; Arabic literacy; social and emotional learning (SEL);
  • Possible skills taught: Recognizing letters (shapes, names, phonemes); syllables and word reading; vocabulary
  •  Audience: 6 to 8 years old as the core audience. Extended to 10+ year old in the Syrian refugee context.
  •  Length of time: 15 hours, and potentially more if the children spend lot of time customizing Antura
  • Where to play: School, educational centers, autonomously at home and anywhere you can play with a mobile phone even without network (the app is playable offline)
  •  Cost: Free
  •  URL: in Arabic: http://www.antura.org/ar/home_ar/ in English: http://www.antura.org/en/home/

Play the Knave

Play the Knave is a mixed reality sandbox game primarily designed for the study of Shakespeare and drama but adaptable for the study of any subject matter. In its primary application, players use their bodies and voices to create a short, animated production of a scene from Shakespeare. Players use the game’s menu system to select one from among hundreds of scenes from nineteen Shakespeare dramas.

  • Developer: ModLab, University of California, Davis
  • Year: 2019
  • Platform(s): Windows-based gaming PC with Microsoft Kinect v2 camera (Xbox One sensor) and
  • adapter; developer offers an equipment loan program for the hardware.
  • Number of players: 1-4
  • Genre: Mixed reality; collaborative; digital; sandbox
  • Type of game: augmented reality; motion capture
  • Curricular connections: Common Core; English language arts; literature; media literacy; presentation
  • skills; social studies; theater
  • Possible skills taught: close reading; collaboration; literacy; media literacy; presentation skills;
  • creativity; critical thinking; perspective-taking
  • Audience: elementary school, middle school, high school, higher education
  • Length of time: 3-5 minutes for one play-through
  • Where to play: Home; class; afterschool
  • Cost: Free
  • URL: http://playtheknave.org

Sydney’s World

Sydney’s World is a family-friendly RPG developed when a father/gamer could not find a fun reading computer game for his daughter. Gameplay elements involve strategic battles (no hack/slash, grinding, or random battles), exploration, quests, and puzzles/mazes. Game design has been vetted by Steam, the world’s largest gaming community. Game focus is on the intersecting story arcs of a young girl seeking her father and a king in search of redemption. Sydney’s character alternates between cuteness, petulance, innocence, anger, sorrow, illogical decisions, jealousy, and extreme joy, just as most eight-year old children do in real life (she is the developer’s daughter).

  • Developer: Wise Dad Games
  • Year: 2016
  • Platform(s): PC
  • Number of players: Single player or played in pairs
  • Genre: Fantasy Role-Playing Game (RPG)
  • Type of game: Role-Playing Game (RPG)
  • Curricular connections: English Language Arts
  • Possible skills taught: Oral reading fluency; reading comprehension; collaboration; communication;
  • problem-solving; role-playing different identities; social and emotional learning (SEL)
  • Audience: 8-10 years old (higher for students reading below grade-level)
  • Length of time: Ten minutes or more at a time; ten hours of total gameplay
  • Where to play: Home; class; after school
  • Cost: Free for educational use
  • URL: http://www.sydneysworld1.com/

Walden, a game

Walden, a game provides a documentary simulation of Henry David Thoreau’s experiment in living deliberately, which he described in the book Walden, and which initiated the transcendental movement. Living deliberately means living in harmony with nature, reflectively, consciously, and simply. The game is set in 1845 in New England and players experience a year of surviving and perhaps flourishing, depending on the choices they make. The goal of the game is to find balance between meeting basic material needs and finding connection with nature to remain inspired.

  • Developer: University of Southern California Game Innovation Lab
  • Year: 2017
  • Platform(s): PC/Mac
  • Number of players: Single player
  • Genre: Reflective play; survival; walking simulator
  • Type of game: Computer-based digital game
  • Curricular connections: Literature/English; history; humanities; geography; economics; writing; environmental science; social justice; philosophy
  • Possible skills taught: Decision making; systems thinking; higher-order thinking skills, such as cause and effect; critical thinking; reflection; game-to-self connections; game-to-world connections; mindfulness
  • Audience: 16+ (high school students, college students)
  • Length of time: Six hours for the whole game, divided into 15-minute day/night cycles, which is effective for class time play
  • Where to play: Home; class; afterschool
  • Cost: $18.95 with discounts for educators
  • URL: https://www.waldengame.com/

Social Studies/Civics

 Ayiti: The Cost of Life

Ayiti: The Cost of Life is a single-player, online, turn-based role-playing game where the player takes control of the Guinard household, a family of five living in rural Haiti. Other than surviving and making the most of your family’s limited resources, there is no defined goal in the game other than a suggestion to get as many diplomas as possible. Players can choose to prioritize the family’s health, happiness, education, or wealth.

  • Developer: Global Kids and GameLab
  • Year: 2006
  • Platform(s): Online (PC/Mac); Flash-enabled browser
  • Number of players: Single player
  • Genre: Role-playing game (RPG)
  • Type of game: Computer-based digital game
  • Curricular connections: Sociology; global studies; government; geography; economics; social justice
  • Possible skills taught: Decision-making; systems thinking; critical thinking; resource management,
  • budgeting, planning for the future
  • Audience: 11+ (middle school, junior high school, high school)
  • Length of time: 30-40 minutes for a whole game
  • Where to play: Home; class; afterschool
  • Cost: Free
  • URL: https://ayiti.globalkids.org/game/


BREAKAWAY is a narrative-based role-playing digital game. It aims to educate youth about genderbased discrimination and violence through various scenarios in a soccer tryout and tournament. The game uses soccer as an international language to promote respectful behavior and gender equality. Similar to many soccer-themed video games, the player takes on the role of an aspiring player and learns the moves and tricks needed to navigate around the field to score goals and help the team win. These skill-based game moves consist of passing, shooting, and running, etc. However, BREAKAWAY also includes positive and negative characters and uses their social dynamics on and around the soccer field to portray realistic situations, challenge the player to think critically, and develop a deeper understanding about violence against women and girls.

  • Developer: Emergent Media Center, Champlain College
  • Year: 2010
  • Platform(s):Web-based and PC downloadable game; Android mobile version
  • Number of players: Single player
  • Genre: Educational game; role-playing game (RPG); sports game; social impact game
  • Type of game:Web; computer-based digital game; mobile game
  • Curricular connections: Social studies; social and emotional learning (SEL); gender-based
  • discrimination and violence; school-based bullying prevention
  • Possible skills taught: Decision making; higher-order thinking skills, such as perspective taking,
  • abstract information comprehension through narrative involvement, causal effect, reflection, and
  • critical thinking; game-to-world connections; character development
  • Audience: 8-15 (elementary/middle school students; children and youth)
  • Length of time: 4-6 hours, depending on the players’ reading level and digital literacy skills; flexible for
  • 20-30 minute short gameplay activities with selected episodes through the facilitator’s guide for in class
  • activities and 60-90 minute longer consecutive gameplay sessions coupled with facilitated group
  • discussions at after school programs or youth camps
  • Where to play: Home; class; after school; youth camp
  • Cost: Free
  • URL: http://www.breakawaygame.comhttp://bit.ly/breakawaymobile

Never Alone

In Never Alone you play as a young Inupiat girl, Nuna, who goes off on a journey to discover the source of an eternal blizzard that is threatening to destroy her village. Along the way she encounters an Arctic fox and a series of spirit creatures who aid her in her journey. Never Alone is a puzzle platformer in which the player can either control both Nuna and her artic fox companion to solve a series of puzzles that require an understanding of how various Inupiat tools, environmental elements (e.g., wild animals and weather) and NPCs (usually in the form of Inupiat spirit creatures) work.

  • Developer: E-Line Media/Upper One Games
  • Year: 2014
  • Platforms(s): PC; PlayStation 3 & 4; Xbox 360 & One; iOS; Android; Wii U; Linux
  • Number of players: 1-2 players locally
  • Genre: Platformer
  • Type of game: Console/computer-based video game
  • Curricular connections: Social studies; social and emotional learning (SEL)
  • Possible skills taught: Systems thinking; collaboration; decision-making
  • Audience: 6+ (elementary; middle; high school; college)
  • Length of time: 4 hours; the DLC, Foxtales, adds about an hour of gameplay
  • Where to play: Home; class; afterschool
  • Cost: $14.99 on consoles/PC; $4.99 on iOS and Android (Ki Edition)
  • URL: neveralonegame.com

Night of the Living Debt

Night of the Living Debt is a mobile game for iPadsThe app was created for teens and young adults but has also been used by college students and adults. The premise is as follows: after the Great Splurge, zombies overtook the land. Now, the player’s job is to rid the land of zombies and rebuild their entire financial existence. Zombies and debt are similar: they are difficult to escape from, especially when they gang up on the player. Players in the game are chased by debt zombies who represent different types of debt that are similar to what a person may obtain in real life. Through mindful financial choices and education, debt can be fended off.

  •  Developer: New Mexico State University—Learning Games Lab; University of Idaho—Extension
  •  Year: 2016
  •  Platform(s): iPad iOS 8.1 or later
  •  Number of players: Single player; Collaborative play in large or small groups depending on the number
  • of iPads available
  •  Genre: Educational game
  •  Type of game: Mobile digital game
  •  Curricular connections: Finance; economics; social studies; consumer education
  •  Possible skills taught: Exploration; analyzing; evaluation; decision-making; financial literacy
  •  Audience: 13+ (teens; young adults)
  •  Length of time: 1-2 hours
  •  Where to play: Home; class; afterschool; youth programs
  •  Cost: Free
  •  URL: https://itunes.apple.com/us/app/night-of-the-living-debt/id1057651605?mt=8

The Evolution of Trust

The Evolution of Trust is a web-based browser game where users play through a series of scenarios involving the basics of game theory in behavioral economics. Game theory in economics is the study of cooperation and conflict (Camerer, 2003; Camerer, Ho, & Chong, 2004). Specifically, the theory aims to describe, through mathematical models as well as through categorizing behavior, how people balance their interests with the interests of others.

  • Developer: Nicky Case
  • Year: 2017
  • Platform(s):Web
  • Number of players: Single-player
  • Genre: Short; experiential; simulation
  • Type of game: Online digital game
  • Curricular connections: Psychology; economics; sociology; history; design; statistics
  • Possible skills taught: economic game theory, statistics, probability, human behavior, analysis
  • Audience: 14+ (high school students; college students; young adults)
  • Length of time: 30 minutes
  • Where to play: Can be played outside or inside of the classroom
  • Cost: Free
  • URL: http://ncase.me/trust

The Migrant Trail

The Migrant Trail is a single player, browser-based video game inspired by the classic educational game, The Oregon Trail. Based on a (2013) feature-length PBS documentary from Marco Williams, The Undocumented, The Migrant Trail is amongst a genre of genre of games known as “newsgames,” where players interactively experience real-world issues, rather than passively view or read about them (Plewe & Fürsich, 2017). The purpose newsgames is to evoke empathetic responses from players about the plight of others (Plewe & Fürsich, 2017).

  • Developer: Gigantic Mechanic
  • Year: 2014
  • Platform(s): Browser-based, game is part of a PBS documentary website
  • Number of players: Single player
  • Genre: Educational game; documentary game
  • Type of game: Browser-based digital game
  • Curricular connections: Immigration issues; ethics; social studies: social and emotional learning (SEL)
  • Possible skills taught: Ethical decision-making; empathy; identity play; analysis of moral dilemmas;
  • perspective-taking
  • Audience: 12+, college students; young adults
  • Length of time: 20-30 minutes
  • Where to play: At home or can be played entirely in class
  • Cost: Free
  • URL: http://theundocumented.com

Stem Games

Alien Rescue

Alien Rescue is a problem-based 3D learning game developed by the Learning Technologies Program at the University of Texas at Austin. Alien Rescue 2018 is the 7th iteration of a decade-long project. The game presents a narrative in which six extra-terrestrial species have lost their homes and are seeking new habitats in the solar system. Players act as young scientists to participate in this rescue operation through a first-person perspective aboard a the fictional “Space Station Paloma.” The goal of the game is to determine the most suitable relocation sites for each alien species.

  •  Developer: Learning Technologies Program at The University of Texas at Austin
  •  Year: 2018
  •  Platform(s):Web
  •  Number of players: Single player or small face-to-face groups
  •  Genre: Adventure; simulation; serious/educational game
  •  Type of game: Browser-based digital game
  •  Curricular connections: Space science (aligned with Texas and National Science standards);
  • mathematics; reading; writing; social and emotional learning (SEL)
  •  Possible skills taught: Problem-solving; scientific inquiry; collaboration; decision-making;
  • argumentation; empathy
  •  Audience: 11-14 (designed for 6th grade space science, but it can be adapted for 5th to 9th grades)
  •  Length of time: 15 45-minute class sessions
  •  Where to play: In class
  •  Cost: Free
  •  URL: https://alienrescue.edb.utexas.edu
  •  Tags: Science; STEM; STEM games; problem solving; decision-making skills; collaboration

The Counting Kingdom

The Counting Kingdom is a mobile and computer game that invites players to learn addition and subtraction by defeating the numbered monsters that are advancing to the player’s castle. To play, players have a small amount of numbered “spells” on the left side of the screen at their disposal. To their right, numbered monsters begin to approach their castle walls, spread out on a grid. Players can select any grouping of monsters that touch each other on the grid and must choose a spell that equals the sum of those monsters.

  •  Developer: Little Worlds Interactive
  •  Year: 2014
  •  Platform(s): iOS, Android, Windows, Mac, Steam
  •  Number of players: Single player
  •  Genre: Turn-based; combat; puzzle; tower defense
  •  Types of game: Mobile; computer-based digital game
  •  Curricular connections: Mathematics; social and emotional learning (SEL)
  •  Possible skills taught: Numeracy; critical thinking; systems thinking; creativity; problem-solving;
  • addition; subtraction; number sense
  •  Audience: 6-8 year-olds
  •  Length of time: Varies, but it would take 3+ hours for child to complete fully
  •  Where to play: In class; at home
  •  Cost: $0.99 for mobile, $6.99 for PC/Mac
  •  URL: http://www.countingkingdomgame.com/

Cellular Automata

Cellular Automata are mathematical models based on a regular grid of cells where each one can assume different states (e.g. on/off) according to specific conditions. They are widely used in many fields of science for modeling a broad range of phenomena, from biology to artificial intelligence and cryptography. The game discussed here offers a smooth introduction to such topics by implementing the “Game of Life” model proposed by John Conway in 1970 (Gardner, 1970). This is one of the most well-known cellular automaton since it is not only relatively simple to understand, making it a perfect learning tool, but it also has plenty of applications across different fields (Adamatzki, 2010).

  • Developer: Adsumsoft
  • Year: 2014
  • Platform: Mobile (Android)
  • Number of players: Single player
  • Genre: Strategy
  • Curricular connections: Cellular automata; artificial intelligence; computing; game design; biology
  • Possible skills taught: Scientific reasoning, planning, mathematical modelling, programming
  • Audience: 18+; college students; young adults
  • Length of time: 1 hour
  • Where to play: Home; school; after school
  • Cost: Free
  • URL: http://adsumsoft.programandplay.com/com.adsumsoft.defenseevolution.apk

Food Fight

Food Fight is a two-player online game developed by the educational software company BrainPOP. In Food Fight, students learn about the coexistence of plants and animals within an ecosystem. Each player selects an animal to play and then takes turns contributing plants and animals to the ecosystem. The objective for players is to sustain and grow their respective animal populations.

  • Developer: BrainPOP
  • Year: 2010
  • Platform(s): Browser-based on PC or Mac
  • Number of players: Two players
  • Genre: Educational game
  • Type of game: Digital game
  • Curricular connections: Biology; systems thinking
  • Possible skills taught: Ecosystem vocabulary; systems thinking; complex systems; complex causality;
  • identifying feedback; identifying patterns
  • Audience: 9 to 14 years old (middle school students)
  • Length of time: About 15 minutes
  • Where to play: Classroom setting
  • Cost: Free
  • URL: https://educators.brainpop.com/bp-game/food-fight/

Game Over Gophers

Space gophers are invading and the prized carrot fears for its life! Game Over Gopher is a tower defense game built on a coordinate grid. Players must defend a carrot by feeding hungry alien gophers before they reach his hideout. This game helps players understand how to graph points on the coordinate grid and learn relevant math vocabulary through gameplay.

  • Developer: New Mexico State University Learning Games Lab
  • Year: 2013
  • Platform(s):Web
  • Number of players: Single player
  • Genre: Tower defense; educational
  • Type of game: Online digital game
  • Curricular connections: Mathematics
  • Possible skills taught: coordinate plane; graphing; identifying four quadrants; coordinate pairs, x- and
  • y-axis; origin; reflection of points across x and y axes; plot; differentiate between negative and positive
  • coordinates
  • Audience: 11-13 years old (middle school students)
  • Length of time: 40 minutes
  • Where to play: Computer lab; classroom; home
  • Cost: Free
  • URL: mathsnacks.org/game-over-gopher.html

Into the Cell & Human Anatomy

Into the Cell and Human Anatomy are guided explorations in virtual reality that invite users into the inner workings of human systems on a cellular level. Across 10 distinct scenes, students using Into the Cell see first hand how organelles interact with one another and perform their functions while learning important distinctions across eukaryotic and prokaryotic cells. Not only does the immersive nature of virtual reality allow students to observe systems up close but teachers have found that students are more likely to ask questions when using VR in the classroom than when engaged in a host of other interactive learning experiences

  •  Developer: Google
  •  Year: 2016
  •  Platform(s): iOS/Android
  •  Number of players: 1-unlimited
  •  Genre: Virtual reality, 360 experience, Science
  •  Type of game: Virtual reality for cardboard headsets
  •  Curricular connections: Circulatory system; human anatomy; structure and function of cells; function of the heart
  • Possible skills taught: Systems thinking; connections between real-life and micro-level science; scale; cell theory
  •  Audience: 10+ (middle school, high school students, and college students)
  •  Length of time: 15-minute guided exploration
  •  Where to play: Home; class; after school
  •  Cost: Free
  •  URL: https://edu.google.com/expeditions

Martha Madison

Martha Madison is a series of side-scrolling puzzle platformer games developed by Second Avenue Learning. Created with teachers and students and aligned with standards, the Martha Madison series promotes learning, interest, and engagement in the physical sciences in grades 5 through 8. The eight games in the Martha Madison series are: Optics, Forces, Waves, Simple Machines (I & II), Magnetism, Energy, and Electricity. In each game, Martha Madison, a meerkat scientist, sets up the narrative, invites players to assist her, and connects the players’ goals during gameplay to social good. Players work together to complete levels by solving science-based problems through experimentation. This collaboration promotes problem-solving discussions and ongoing knowledge revision about scientific concepts.

  • Developer: Second Avenue Learning
  • Year: 2016
  • Platform(s): PC/Mac, Xbox360 controller compatible
  • Number of players: Single player, Two-player
  • Genre: 2.5D side scroller; platformer; puzzle
  • Type of game: Computer-based digital game
  • Curricular connections: Physical sciences; social and emotional learning (SEL). Matches Next
  • Generation Science Standards (NGSS); 21st Century Learning; Common Core ELA and science
  • standards for selected states.
  • Possible skills taught: Scientific reasoning; higher-order thinking skills; analysis; critical thinking;
  • collaboration; creativity; systems thinking; game-to-world connections; design thinking
  • Audience: Suitable for all ages, targeted for students ages 10-13 (late elementary; middle school
  • students)
  • Length of time: Each game in the series (8 games total) can be about 1.5 hours of play when players
  • create their own levels. The core game levels for each game in the series are designed to fit within
  • instructional blocks, such as 20 minutes. Total playtime for the entire series is approximately 12 hours.
  • Where to play: Home; in class; after school programs; summer camps; libraries
  • Cost: $16.00 for the complete collection with discounts for educators and districts
  • URL: https://www.secondavenuelearning.com/products/martha-madison


PBS Kids’ Paint-a-Long is an online educational game in which players may draw shapes, characters, or draw on their own. The game is narrated by Peg, a character from the PBS Kids show, Peg + Cat. Players select one of three options (Shapes, Character, or Draw on Your Own) (See Figure 1). In the first two options, Peg teaches the player how to draw the shape or character. For example, in the Shapes option (See Figure 2), players are first presented with a particular shape (e.g., rectangle); Peg draws it and defines it (e.g., “a rectangle has four straight sides and the opposite sides are the same length”); and then she tells children to try it.

  •  Developer: PBS Kids
  •  Year: 2013
  •  Platform(s): Computer, tablet, smart phone
  •  Number of players: Single player
  •  Genre: Educational
  •  Type of game: Online digital game
  •  Curricular connections: Mathematics
  •  Possible skills taught: Mathematical argumentation; Perseverance; attention to precision; early
  • childhood geometry
  •  Audience: 4-6-year-olds (Kindergarten students)
  •  Length of time: 1-10 minutes
  •  Where to play: At home or can be played entirely in class
  •  Cost: Free
  •  URL: http://pbskids.org/peg/games/paint-a-long

Playground Physics

The goal of the Playground Physics mobile app is to help students connect their felt, kinesthetic experiences with abstract physics concepts related to motion, force, energy. Students start by using the app to record a friend or classmate doing any activity (such as running, jumping, or sliding). The app then prompts students to place dots on the screen to trace the path of the object or person on the screen. After entering required information about mass, height, and distance (to calibrate the app) students are ready to investigate their recorded play performance.

  •  Developer: The New York Hall of Science (NYSCI); Design & development Partner: Local Projects
  •  Year: 2015
  •  Platform(s): iPad
  •  Number of players: No limit, 2-4 suggested
  •  Genre: Educational game
  •  Type of game: Mobile game
  •  Curricular connections: Physics; motion; energy; force
  •  Possible skills taught: Role of physics in everyday motion; real-world investigations; the design cycle
  •  Audience: Middle school students
  •  Length of time: 5-minute minimum; game can be implemented in 60-minute classroom period
  •  Where to play: Ideally outside in an open area or on a playground
  •  Cost: Free
  •  URL: https://itunes.apple.com/us/app/playground-physics/id947124790?mt=8


SpaceChem is a 2D logic puzzle game designed by Zach Barth. Players assume the role of a spacefaring reactor engineer who is responsible for setting up new reactors across a series of planets. This involves challenging players to design processes that take sets of chemical compounds as inputs and converting them into specified forms as outputs. Although the game is themed around futuristic chemistry, its simplicity serves abstract and symbolic purposes. The core game mechanic centers upon algorithm design.

  • Developer: Zachtronics
  • Year: 2011
  • Platform(s): Windows; Mac OS; Linux; Android
  • Number of players: Single player
  • Genre: Logic; puzzle
  • Type of game: Computer-based digital game
  • Curricular connections: Computer science
  • Possible skills taught: Computational thinking; problem solving; algorithm design
  • Audience: 14+ (high school students, college students)
  • Length of time: 60 minutes per session; 20+ hours outside of class
  • Where to play: Computer lab; room with tablets/laptops; home
  • Cost: Educational licenses available for free
  • URL: http://www.zachtronics.com/spacechem/

Teachley: Addimal Adventure

Teachley: Addimal Adventure is an educational video game designed to teach single-digit addition. The player joins the Addimals, a cast of cartoon animal characters, in solving math problems to save the world from Professor Possum and his giant golden robot. Rather than focusing on memorization, the game uses addition strategies to help children develop a deeper understanding of relationships between numbers.

  •  Developer: Teachley, LLC
  •  Year: 2013
  •  Platform(s): iOS (iPad only)
  •  Number of players: Single player
  •  Genre: Educational
  •  Type of game: Tablet-based digital game
  •  Curricular connections: Mathematics
  •  Possible skills taught: Single-digit addition; strategy use; fact fluency; conceptual understanding
  •  Audience: 5-9 (Kindergarten to 3rd grade)
  •  Length of time: 20-minute sessions
  •  Where to play: Home; class; afterschool
  •  Cost: $3.99 or included as a part of a class, school, or district subscription that includes access to other
  • apps and a dashboard that facilitates saving and analyzing student progress
  •  URL: https://itunes.apple.com/us/app/teachley-addimal-adventure/id661286973;
  • https://itunes.apple.com/us/app/teachley-addimals-edu/id1135468446


Zoombinis is an adventure puzzle game in which players guide little blue characters, called Zoombinis, through 12 fun and complex logic puzzles, each with four levels of difficulty. Every Zoombini has a different combination of hair, eyes, noses, and feet, and players must sort, match, and sequence groups of them as they traverse a land populated by creatures and areas with strange, apparently arbitrary rules—many of which depend on the attributes of the Zoombinis.

  •  Developer: TERC, FableVision, Learning Games Network
  •  Year: 2015 (re-release; originally published in 1996)
  •  Platform(s): PC game; Steam; iPads; Google Tablets
  •  Number of players: Single player
  •  Genre: Puzzle
  •  Type of game: Computer-based digital game
  •  Curricular connections: Math; science; technology; computer science; STEM (science, technology,
  • engineering, and mathematics)
  •  Possible skills taught: Computational thinking, including problem decomposition, pattern recognition,
  • abstraction, and algorithm design; preparation for coding; organizing and visualizing data, reasoning
  • about evidence and systematic testing; comparing, grouping, sequencing, graphing, and sorting;
  • observing and predicting; forming and testing hypotheses; functions and algebraic thinking
  •  Audience: 8+ (education research focused on grades 3–8)
  •  Length of time: Average about 5 minutes per puzzle; repeated play of 30 minutes or more per puzzle
  • recommended; unlimited replay possible of 12 puzzles, each with 4 levels
  •  Where to play: Home; school; afterschool
  •  Cost: $4.99 (tablets); $9.99 (PC & Steam); education rates available for bulk purchases
  •  URL: http://www.Zoombinis.comhttp://www.ZoombinisEdu.com