Engaging all teens in their academic, social, and emotional growth with meaningful and compelling interactive experiences
Educators can spark teens’ interest and support their sense of agency and ownership in the classroom and beyond by speaking the language of games and offering students the opportunity to experiment and play meaningfully within the systems game offer. We know that games can’t and won’t replace educators — educators build the connections and design the supportive and engaging learning environments that help students thrive.
We invite educators to use our Educator Hub to build their knowledge and skills for using games and design thinking to foster teens’ learning in formal and informal learning settings. Here educators can gather resources to support their journey to integrating games and game design into their practice. Our Curated Games Catalog can be used to support teens’ academic, social, and emotional growth.
Our resources — created in partnership with educators who are leaders in game-based learning — include articles, game recommendations, and teaching and design tips. We also are in the process of piloting rich game-based curricular units and teen design camps that target core academic, social, and emotional skills. We are here to support educators in forging connections within a vibrant community of practice to accompany the journey into meaningful game-based learning to encourage teen thriving.
Read about our game-based curriculum, Museum of Me, designed to support high school students’ social and emotional learning and core English and media literacy skills
WHERE TO START
Video games are rich, immersive, engaging, and motivating — and they’re where teens spend a lot of their time. Browse these highlights for an overview of how educators can recruit teens’ interest and support their agency and ownership over learning by opening the door for meaningful play.
iThrive’s educator tools support teachers in choosing meaningful games for the classroom and highlight how those games facilitate teens’ social and emotional growth. Learn more about social and emotional skills and browse our Curated Games Catalog and Educator’s Guides here.
A list of commercially available games & their potential applications in the classroom
A printable handout on using the science of adolescence to create better spaces for teens.
A downloadable, printable 1-page guide to using the rich narrative game, What Remains of Edith Finch, to teach literacy and social and emotional skills in high school.
iThrive and our educator partners explore how games open up new opportunities for teens’ positive development and provide expert tips for teaching with games in this article series.
Because games teach in ways that are unique, they bring many interesting affordances to the classroom. Games give learners a chance to immerse themselves in new information, apply that information in problem solving, and take new perspectives. They offer exposure to...
Practical barriers can keep the most enthusiastic teacher from using games in the classroom. Let’s get real — and realistic — about ways to approach game-based learning for the classroom. Teachers are busy, and usually spend much of a given school day completing work...
Editor’s note: As teens head back to school, we're putting the focus on how one inventive and passionate educator makes commercial video games (as well as games of his own invention) a vibrant part of his teaching approach. Paul Darvasi teaches high school English at...
"Games are driven by a curiosity over what’s in the next level, what’s in the next chest, or who the next boss will be.” - Mark Filipowich Note: This article is part of a series that captures game industry experts’ opinions on game titles and mechanics that might...
Note: This article is part of a series that captures game industry experts’ opinions on game titles and mechanics that might boost players’ positive habits, mindsets, and skills. These insights arose from discussions at an iThrive-sponsored think tank with game...
The first time that I realized that social skills can be developed was, ironically, not in my job at a social and emotional learning research lab. It was when I first played The Sims 3. I had spent maybe 20 minutes lovingly putting the finishing touches on my Sim,...
Browse photos from iThrive’s educator events.