This is the first of two parts, connecting the new AASL’s Standards for the 21st Century Learner to board games. Infomancy’s Christopher Harris, myself and a number of librarians spent a morning putting together a document showing how the new standards relate to gaming.

I wanted to take a few minutes to show that gaming also strongly corresponds to the many of the Common Beliefs laid out by the AASL.

Inquiry provides a framework for learning.
Games not only introduce basic skills which are applicable away from the table, they also provide the motivation to explore and refine those skills.

Ethical Behavior in the use of information must be taught.
Through positive experiences in gaming, students come to appreciate the validity of varying approaches to problems and the importance of ethical choices.

Individuals need to acquire the thinking skills that will enable them to learn on their own.
Games often make use of similar skill sets but vary the interface and mechanics through which they are employed allowing players to selectively apply and reinforce prior knowledge.

Learning has a social context.
Games provide opportunities for individuals to develop and practice the skills necessary to successfully share and learn with others.

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