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Google Games in Your Classroom
In the article Board Games, Brian Mayer (2011) has aligned games to the AASL Standards for the 21st century Learner.
Why do games work well for learning? Katie Salen and others (2011, 16-17) state that a gaming environment in the classroom "activates five conditions for student learning: a need to know, a need to share and reflect, an occasion to share, a context for ongoing feedback and evaluation, and channels for distribution across internal and external communities."
Go to the Grand Adventure wikispace. Play the game.
Think about the Grand Adventure game. Does it activate these five conditions? If not, how could it be refined?