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            "abstractNote": "EXECUTIVE SUMMARY \nThis report provides a blueprint for successful implementation of EduGames \nin the average classroom. This term encompasses video games, console \ngames and virtual worlds used in the classroom. Other terms for these \ngames include: Serious Games; Massively Multiplayer Online Learning Games \n(MMOLG); Massively Multiplayer Online (MMO) Games; Immersive Learning \nEnvironments (ILE); Edutainment – older educationally–themed games \npublished for home use (e.g. Reader Rabbit, Math Blaster, etc.). \nWe start from an assumption that games have positive impacts and our \nobjective is to support the growth of this promising and emerging market. We \nhave distilled the hard–won lessons from the schools and companies that have \npioneered this space in order to provide guidelines to new users. \nThis paper is intended for teachers, administrators, policy makers and \ndeveloper companies. 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See the Appendix for detail on \nthe interviewees. \nPhase 1 – Selling the Idea \nThe effective deployment of any instructional resource requires the support of \nteachers. Educators cannot feel threatened, be uncomfortable, or lose control \nwhen they use something new. With EduGames, the potential for all three of \nthese issues is higher, so a well crafted strategy to address them is essential. \nAdministrators need to understand their unique role and see resources \nthat they can use to explain the project to stakeholders. If an administrator \nis driving the deployment, he/she needs to be prepared to support a wide \nrange of teacher familiarity and comfort with EduGames. Administrators will \nneed to be equipped with research and references that can be shared with \nparents and the press. \nThe guidelines \nfor implementing \nEduGames \nare based on \ncommon sense.\nInformation Technology groups will prioritize stability, efficacy, network safety \nand cost control when they evaluate new products. Advocates for EduGames \nneed to earn the trust of IT early in the process, or the project can be shut \ndown before it even begins. \nStudents should not feel threatened and they need to understand how it will \nwork. They also have sophisticated filters for good games and won’t easily \ntolerate poor design. \nAs with any new instructional resource, gaining parental support is an \nimportant part of the political process. 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However, in \ngeneral, advocates need to acknowledge that games need extra support and \ncooperation from IT. \nImplementing any new instructional approach requires professional \ndevelopment. Even teachers who are gamers do not intuitively know how to \nuse games in the classroom. Tightly link professional development and initial \nstudent use – any delay can lead to problems. Plan on a minimum of a ½ day \non–site with hands–on time in teams. \nTeachers need to understand how the activities connect to the standards, \nwhat the goals are for the exercise and which students it can benefit the most. \nThey should also introduce the games at a pace they are comfortable with. \nTeachers are the lynch pin to success. Get the right teachers on board and \nthey will inspire their students and the other teachers in your building. Ideally \nyou want people who are leaders – politically, technically and pedagogically. \nPhase 3 – Implementation \nThe majority of the comments we received on teaching strategies related to \nblended learning. Mix game play with discussion, lecture, reading and writing \nto gain the most benefits. Panelists encouraged others to tap those aspects of \ngames that make them fun – competition, failure and transgressive play.\nLessons and game activities should be organized so they can be “consumed” \nin a 45–50 minute class period. It can be useful to start small in order to \naccommodate the natural learning curve teachers and students will need \nbefore they become proficient with a new resource. \nThere are pedagogical and practical reasons for having students play in \nteams of 2–4 rather than alone. Pedagogically, games force collaborative \ndecision making. Grouping helps reduce barriers to learning by grouping \nproficient gamers with non–gamers. 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