Blog

iThrive’s Resources for Educators: Using Games to Engage the Whole Teen

06/22/18 Michelle Bertoli

iThrive Games, founded in 2014, is a nonprofit committed to providing meaningful growth experiences for teens, both in and outside of the classroom. Through our education initiatives, launched in 2017, we strive to empower educators to integrate game-based learning in the classroom to support the development of the “whole teen,” meaning attending to teens’ cognitive, […]

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How Difficult Video Games Inspire Me in My Career at Microsoft

06/19/18 Amanda Lange

As a Software Engineer and former Technical Evangelist at Microsoft, I often have people — sometimes parents — ask me how I got my start in technology. The truth of the matter is, though I’ve been inspired by a lot of different sources over the years, my biggest source of inspiration to start in technology […]

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“Link”ing Games and Therapy: A Triforce Intervention

05/30/18 Sarah Hays

[Content Note: Description of trauma, sexual assault] Jane (not her real name) was a 13-year-old girl referred to me after being groped multiple times by random peers in the hall at school while visiting her locker between classes. As a result of Jane’s traumatic experiences, she was afraid to go to school, walk in the […]

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Mental Health in Games: 3 Design Tropes that Need to Die

05/21/18 Kelli Dunlap, PsyD

In honor of Mental Health Awareness Month, let’s talk about how mental illness is represented in video games and why that should change. About a quarter of commercially released video games include characters with symptoms of a mental illness. Too often, these portrayals follow the trends we’ve seen in over 40 years of research into […]

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Game-Based Learning in the Classroom: 3 Essential Questions

05/14/18 Barbara Chamberlin & Jesse Schell

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 new content, and ways to practice tasks. Students can fail safely in games, and […]

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