Founded in 2005, Filament Games is a full-service digital studio that focuses exclusively on learning games. That’s how we know that when it comes to remote learning, digital games and interactives have an incumbent advantage. Whether you’re teaching elementary students or training a workforce, digital educational games offer easy access, robust interactivity, co-learning opportunities, and a chance to demonstrate knowledge – and that’s just the beginning.
Read on below for some examples of the ways that digital games can enable and augment remote instruction:
Made in partnership with Oculus and the Jane Goodall Institute, Breaking Boundaries in Science is a free-to-play VR celebration of famed women scientists Marie Curie, Grace Hopper, and Jane Goodall, featuring voiceover by Jane Goodall herself. Remote learners can take a virtual field trip through history with this compelling VR experience.
Founded by Supreme Court Justice Sandra Day O’Connor, iCivics.org is a nationally-recognized collection of free-to-play civics learning games developed by Filament Games. With more than 100 million lifetime plays, educators and learners clearly have no problem accessing this web-based game collection.
In our upcoming game RoboCo, players build and control robots to serve squishy, hapless humans in the world of tomorrow, and possibly cause some light property damage. This game allows players to engage with the real process of robotics, learning about physics, engineering, and future-facing creativity and problem solving skills, all from the comfort of a home computer.
Made in partnership with the Mental Health Association of Maryland, Engage with Older Adults allows players to learn how to better understand and successfully interact with elder populations in simulated elder care scenarios. Learners are given a safe space to try and even fail to provide proper elder care without causing distress or even trauma to actual elder clients. Additionally, players are able to practice engaging with elderly or immune-compromised clients without exposing them to potential contagions.
While likely not achieving the full fidelity of a true in-person learning experience, digital educational games can provide an approximation of co-learning through web-based multiplayer experiences, whether synchronous or asynchronous. Annenberg Classroom’s That’s Your Right is one such game – using a simple matchmaking system that does not collect personally identifiable information, players can challenge each others’ knowledge of the United States’ Bill of Rights through a multiplayer card game played in realtime.