Turn Your Students into Game Designers, Role Players, and More with Playful Learning Strategies

Jon Spike with GamestormEDU • August 30, 2023

Games hold an incredibly important role in teens’ lives. According to Pew Research, approximately 97 percent of male-identifying teens and 83 percent of female-identifying teens play games on a consistent basis. How do we, as educators, tap into that passion area to develop key skills and valuable knowledge? Below, I’ll share three of my best methods for using games to help students grow and help them demonstrate understanding.




1. Student Game Design for Teaching Others


One of the most fascinating parts of game design is that, at its core, a game is an imperfect system that challenges the players to either fix the system or maximize their potential within said system. Incredibly, learning skills and concepts also demand a sort of system thinking, or understanding how different variables and concepts impact each other. 


Students work in systems when you challenge them to find different ways to manipulate numbers to reach certain totals, develop a persuasive argument using rhetorical strategies, or even weigh historical actions against various systems of governing. Pushing the system thinking one step further invites students to learn as much as they can about a topic, a concept, or an important figure, and then create that imperfect system for others to try out. To put it simply - if students can create a game or playful simulation that others can experience, they engage in an incredibly powerful and sophisticated learning process. 


But game design is incredibly hard to not only learn, but teach, right? To help ease the burden, you can use GamestormEDU’s full,
15-lesson Game Design Course to walk students step-by-step through making their own board or card game. If you don’t have time for that much skill development, GamestormEDU also provides one-off lessons and creation resources for making parts of games that still give students the chance to engage in game design to demonstrate their understanding.


2. Games Allow for Perspective-Taking and Role Play


One great aspect of games is their innate ability to allow players to see the world through the eyes of famous figures, trailblazing innovators, fictional characters, and much more. In games, students can be playwrights, pirates, pandas, potion-makers, and more. Students being game designers is, of course, the goal, but playing games can also help them see new concepts and ideas through hands-on learning. 


Take, for instance, our upcoming card game,
Doomscroll. In the game, students take on the role of a social media company, curating feeds of posts and ads for users, all with the goal of keeping people engaged enough to sell them products. As they play, students begin to understand how social media feeds aim to manipulate their emotions and interests to hold their attention, all with the goal of keeping advertisers happy and profitable. The hope? Students think reflectively about WHAT is happening to them as they scroll endlessly on social media and reconsider how they spend their screen time.


In
Gamestormers, our recent board game release, ALL players take on the role of an up-and-coming game designer, tasked with the goal of creating the next best game idea. As students play, they slowly build a 5-card game narrative that they pitch to the group at the end of play. In just one session, all students emerge with not only an original game idea, but their justification for why it would make a great game to play!


Games like Doomscroll and Gamestormers provide learners with authentic opportunities to practice skills, develop empathy, and roleplay as key professionals or people. If your students would be interested in playtesting Doomscroll,
sign up today! To get copies of Gamestormers to play with students on a school day or family and friends on a Saturday, head to the GamestormEDU shop!

3. Teaching a Variety of Subjects Through Games


In addition to role playing and creation, games also provide plenty of opportunities for students to learn applicable skills for a variety of subjects. In previous blogs, we’ve talked about how learners can create their own concept cards or use visual dice and card images to align with vocabulary. While those activities can work in any subject area, games also target specific content areas and skills too.


One unique way to work math into games and game design simply asks students to design their ideal game components and game box. Once students have arrived at their box size, then the problem-based math begins! Using what they have learned and researched about volume, challenge students to calculate how many pallets it would take to ship 10,000 of their game boxes overseas. Once students have those calculations, ask them to calculate how many shipping containers they would need for all of those pallets. You would be surprised at how much students enjoy these open-ended math equations where many students may have different answers, but all of those answers could be correct.


Beyond Math, games also reinforce transferable skills from subjects such as English and Marketing. After playing a round of Gamestormers, challenge students to write a narrative story about one of the characters from their game pitch. Highlight the key features and strengths of effective narrative writing, using the 5-card plot from their game idea as the inspiration. Or, after students finish pitching their game ideas in the final round of Gamestormers, ask them to reflect on the tenets of effective marketing they used to “sell” their ideas to the other players. Did they appeal to emotions? Establish credibility for their idea? Reimagine an existing brand? Through the debriefing discussion following a game, students and educators can have powerful conversations and writing prompts to strengthen their skills.

Games and game design are not just about tapping into a passion area for many students - it’s about providing authentic opportunities for students to become teachers of concepts and apprentices of real roles via playful learning. Whether students are playing contemporary games or designing their own, they are engaging in meaningful skill building that will serve them well in all walks of life. No matter how well they perform in the game, students always score key skills and knowledge that will stay with them far past graduation day.

Jon Spike is an educator and game lover who recognizes the power of game based learning and recently went through the process of designing and developing a game for the classroom that was fully funded on Kickstarter and is available for purchase. He is currently in the process of designing and developing a second game for the classroom.

RECENT ARTICLES

By Betsy Monke October 29, 2025
This blog, written by an IDEA Mini-Grant recipient, discusses the idea behind using robots during reading lessons to support literacy and increase reading scores.
By Emily Vertino October 22, 2025
ChatGPT, a form of generative Artificial Intelligence, more commonly referred to as AI, popularized amongst students my freshman year of high school. My at-the-time English teacher was the first to notice that all of a sudden, freshmen—who had never taken a high school-level English course—wrote as advanced as a college professor. He pointed out that students who showed high school-level hand-written papers were able to properly use an em dash and focused on parallel structuring solely on their online assignments, a feat he had not seen in freshmen before. It became natural for teachers—from freshmen classes to senior classes—to connect that students using emdashes or specific words—delve, deep understanding, crucial, elevate, resonate, enhance, tapestry, foster, endeavor, enlighten—had used AI in their paper. After a few months of teachers reporting that students began scoring exceptionally well on papers, my school implemented an application called TurnItIn, ironically, another generative AI that reviewed paper and scanned for “proof” of AI generated text. The issue started once TurnItIn accused students who properly incorporated a citation into an essay plagiarized the text, ignoring all credit given to the original author and the research done by the student. Needless to say, we switched back to teachers reading papers and discussing with the students themselves if there was suspicion of AI incorporation and my school made a policy about “AI Academic Dishonesty”. Even amongst my peers in the classes with the highest rigor, there are countless kids who incorporate AI into their school work. Be it through having ChatGPT solve their calculus problem or Chemistry problem, AI is widely incorporated, which causes a noticeable shift in their critical thinking capabilities. Rather than spending thirty minutes struggling through a derivative problem on their own, they immediately refer to having ChatGPT solve it and copy the answer down, depriving them of critical understanding of the problem and the method used to solve it. General conversation is shifting too—my hallways are full of students misusing words or bragging about how ChatGPT landed them an A in a specific class. This isn’t to say I’m against AI—because I truly believe proper use of AI can be more beneficial than harmful—but as it is now, generative AI devices are damaging the development of my peer’s brains and there are dozens studies showing that generative AI, specifically Elon Musk’s Grok, is ruining the ecosystem of Memphis. I also find that the use of the resources around me has gradually decreased. When I was a freshman, my school used a center court to hold a resource center for all subjects—on top of every teacher having office hours for an additional 30 minutes after every day—and it quickly became a hot spot for students. I write fanfiction during my free time so I was actively inside the court, having English teachers proofread my work and discussing my ideas for the next scenes. I also went in to simply talk to teachers, but that’s beside the point. Each day I was in our resource court, it was filled with students coming in for support—be it math, English, science, history, or a language—and truly working on bettering their understanding of the subject. However, now, as a senior, we only have a math resource center (MRC) that operates full-time and a science resource center that operates during the first 40 minutes of a class. My school no longer has an English resource center for students that need help and for those who do, even office hours are a 50/50. As mentioned before, teachers stay for 30 minutes after school—with the exception of teachers who supervise clubs or sports—which is far too short for English teachers that have dozens of students coming in for English support. A select number of teachers introduced an appointment scheduling simply because of how busy their office hours are, while other teachers have students who only come in the day before a summative. The teachers I know became teachers because of their love for helping students, yet my peers are dismissing all help from their teachers in favor of ChatGPT, who isn’t even correct 100% of the time. This phenomenon occurs with reading, too. I’m an avid reader—most of my favorite novels have multiple volumes with hundreds of chapters (my all-time favorite has 1,400 chapters for the first book alone; the second book has another thousand), and a growing issue I’ve noticed as AI grows is that my peers use AI to summarize documents. For example, Connected Papers has been recommended to me by my closest friends and once I googled it, I found that it uses AI to web-browse for articles similar to a paper currently being read and labels key points that correlate to your current article. AI is useful; essentially, AI isn’t inherently harmful and there are proper uses for it, but the misuse of AI continuously outweighs the benefits. In the above instance, having a resource capable of easily accumulating sources in a similar field of interest shaves off time spent scouring online and leaves that time for additional revisions, which is beneficial, but the most common use of AI is completion, not assistance, when it should be the opposite.
By Member Engagement Committee September 10, 2025
IDEA has launched a pilot Slack community to provide its members with a space to create consistent and meaningful connections with like-minded peers.