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These guidelines are intended to help game developers, volunteers, and those creating interactive educational content for the classroom to design their content to achieve the desired educational outcomes.  These guidelines are intended to be pedagogy agnostic.
 
These guidelines are intended to help game developers, volunteers, and those creating interactive educational content for the classroom to design their content to achieve the desired educational outcomes.  These guidelines are intended to be pedagogy agnostic.
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* Do not spoon feed answers: make sure that the problem and the answer are never both visible at the same time (with the exception of multiple choice).  For example recording voices of content being read can lower reading scores!
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* Before you start, write down your goal for the lesson. What will the student be able to do and understand after they are done with the lesson.
** When writing questions and hints do so in a way that gets the learner to understand, analzye, categorize, think and comprehend rather than just memory recall.  Even if a test appears to be about recall, the only way learners will succeed is by thoughtful understanding of the topic.  Exception: language and vocab learning.
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* Do not spoon feed answers:  
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** When writing questions and hints do so in a way that gets the learner to understand, analyze, categorize, think and comprehend and put the information into context rather than just memory recall.  Even if a test appears to be about recall, the only way learners will succeed is by thoughtful understanding of the topic.  Exception: language and vocab learning.
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* Activate prior knowledge
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** Remind students of what they already know that the new knowledge builds upon, or perhaps contradicts (e.g. understanding the distance to the sun and seasons).  For long term recall and ability to use knowledge it has to be stored in a useful structure. Disjonted lessons are hard to remember.
 
* For multiple choice questions  
 
* For multiple choice questions  
 
** Make sure that the answer to select varies (e.g. not always second answer)
 
** Make sure that the answer to select varies (e.g. not always second answer)
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* Use rewards / positive feedback at regular intervals (Excellent !  Good Job ! Clapping, pat on the back, etc...) Can also show special pictures etc. after a quiz or game is complete.
 
* Use rewards / positive feedback at regular intervals (Excellent !  Good Job ! Clapping, pat on the back, etc...) Can also show special pictures etc. after a quiz or game is complete.
 
* When the correct answer has been chosen where possible explain why it is correct
 
* When the correct answer has been chosen where possible explain why it is correct
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* Review your lesson with your goals in mind.  Did the student actually practice what you want them to be able to do? How can a teacher with a class of 50 students know who has achieved the lesson's goals and who has not yet learned the material?
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