This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning.ÊThis book provides theÊlatest research and techniques for designing games forÊa variety of curricular needs--including STEM,Êliteracy learning, history education, music, and computational, ethical, andÊcritical thinking. The book also delves into specific design issues, such asÊaligning goals, designing for an audience, playtesting, andÊassessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources.ÊThis book is the first in a seriesÊwritten and edited byÊmembers of the Learning, Education, and Games (LEG) special interestÊgroup of the IGDA (International Game Developers Association).