Most importantly, I learned from the Institute of Play, that gamification and play don't have to be electronic. While, some people were concerned about this, I am not, if students gain a high level of literacy, even as much to outpace myself, then the tool has been properly used. Additionally, students can learn to exploit the gaming system in order to see what they can get away with or improve their scores. Classmates voiced some concerns saying that if these tools are not used correctly they will simply be distractions and time suckers. I am excited to see how this plays out because strategic games like SimCity are very fun and engaging even after having have played them for years. The website for SimCity says that their game will "serve as a resource for classroom teachers who have a strong interest in utilizing digital platforms as a learning tool to drive student interest in STEM (Science, Technology, Engineering and Mathematics) subjects." However, in this Edutopia video says that some use it only to teach digital citizenship. I do am questioning what kind of content we can teach through these specific games. Through gaming we can facilitate and inspire student learning, create a digital age learning experiences, model digital age learning, and promote digital citizenship. I really enjoy the concepts of the games in the classroom because they have the potential to cover multiple ISTE Standards at once. She also introduced us to games we could use in the classroom like SimCity Edu and Minecraft Edu so we could teach content via this alternative avenue. Professor introduced to us ClassDojo and Classcraft for classroom management. Today in class we were introduced to different ways we could introduce gaming to our future classrooms.