The research is human beings are born to play. In Game On? Brain On!, Lindsay Portnoy unpacks the games and playful experiences that invite engagement and deep learning. Using cognitive science to explore the ways in which play helps students acquire and maintain critical skills, Portnoy shows how inviting creativity and excitement into the classroom results in big gains for everyone. She also shares how, by being intentional, educators can create equitable access to playful learning experiences for all children. Through relatable vignettes, ready-to-use examples, and informative “Level Up” toolboxes, Portnoy empowers educators to teach a better way—through play!
"The best informed, most usable, and best-written book on games and learning we now have for educators, teachers and parents." --James Paul Gee, author of What Video Games Have to Teach Us about Learning and Literacy
“Whether you're a n00b or a pro, you’ll gain a deeper appreciation for what happens in the mind when engaged in play.”—Amber Coleman-Mortley, director of social engagement, iCivics
“Lindsay Portnoy brilliantly shows us why and how to bring play’s power into classrooms through games.”—Peter Gray, research professor of psychology at Boston College
“Lindsay Portnoy does a wonderful job emphasizing the importance of play in learning and how we need to ensure that we are addressing equity in terms of play.”—Steve Isaacs, teacher, game design and development, Bernards Township Public Schools
“Game On? Brain On! is guaranteed to make you feel good while learning about play—just like a great, fun game!”—Dr. Kat (Karen) Schrier, author of Knowledge Games
Inspired by the science of learning, Dr. Lindsay Portnoy draws from her work as a classroom teacher and university professor to level up learning by inviting purpose and passion to the classroom.
Portnoy lives in New York with her two sons, husband, and a rotating zoo currently consisting of three cats, two dogs, and whatever stray critters come out of the woods.
She currently serves as Associate Teaching Professor at Northeastern University.
Found the material to be rather fluffy with bits of research thrown in for crunch. I liked the ideas presented but it seems like an overstuffed checklist.
“How we learn is as important as what we learn.” – p. 3
The game of play is an important part of our development, it not only gives us a sense of purpose and relatedness, but it invites engagement and deeper learning. Author, Lindsay Portnoy seeks to break down the research walls and incorporate these concepts into the classroom in her newest “Game On? Brain On!”
Portnoy begins “Game On? Brain On!” by unpacking the inner workings of the brain, she then begins to move through play as it relates to shared agreements, parameters creating play, the motivations behind it, the failure and feedback it provides as well as the collaboration and communication present, finally concluding with an extremely exciting chapter that includes resources on how to invite students to design games online and via the upcycling of products.
Offering an intriguing and informative look at classrooms this read is unquestionably targeted towards teachers. It is clear the displeasure the author has for standardized tests which measures one day, at one point in time rather than the constant learning cycle game play can offer. Using her own background in the classroom, Portnoy offers insights, study guides and resources to invite play in every classroom whether via fraction Uno in math class to molecule matching in science. “Game On? Brain On!” provides a short, yet interactive read for teachers to apply in their own classrooms. Each chapter is peppered with QR codes linking to YouTube examples, or the author’s own website which provides assessment tools, questionnaires and interactive guides for introducing more play in students’ learning.
While this read is dense with the positive aspects of play and includes modern examples such as Fortnite and Minecraft, I would have loved to see discussion surrounding the “screen time” argument or negative impacts gaming may or may not have in electronic formats. Only the positive views of gaming were provided, but one could argue sedentary gaming or solo game play may not provide all the benefits mentioned within, as all examples provided included a wide social network of connection and involvement.
Ultimately, “Game On? Brain On!” targets classroom teachers as the author’s primary goal is to break down the “ivory-towering” walls of research and begin applying learning through play across more classrooms. In a standardized, assessment heavy learning environment, she invites a creative and engaging new way to teach.
The game of play is an important part of our development, it not only gives us a sense of purpose and relatedness, but it invites engagement and deeper learning. Author, Lindsay Portnoy seeks to break down the research walls and incorporate these concepts into the classroom in her newest book, “Game On? Brain On!: The Surprising Relationship between Play and Gray (Matter).”
Portnoy begins by unpacking the inner workings of the brain, then begins to move through play as it relates to shared agreements, parameters creating play, the motivations behind it, the failure and feedback it provides as well as the collaboration and communication present, finally concluding with an extremely exciting chapter that includes resources on how to invite students to design games online and via the upcycling of products.
Offering an intriguing and informative look at classrooms this read is unquestionably targeted towards teachers. It is clear the displeasure the author has for standardized tests which measures one day, at one point in time rather than the constant learning cycle game play can offer. Using her own background in the classroom, Portnoy offers insights, study guides and resources to invite play in every classroom whether via fraction Uno in math class to molecule matching in science. “Game On? Brain On!” provides a short, yet interactive read for teachers to apply in their own classrooms. Each chapter is peppered with QR codes linking to YouTube examples, or the author’s own website which provides assessment tools, questionnaires, and interactive guides for introducing more play in students’ learning.
While this read is dense with the positive aspects of play and includes modern examples such as Fortnite and Minecraft, I would have loved to see discussion surrounding the “screen time” argument or negative impacts gaming may or may not have in electronic formats. Only the positive views of gaming were provided, but one could argue sedentary gaming or solo game play may not provide all the benefits mentioned within, as all examples provided included a wide social network of connection and involvement.
Ultimately, “Game On? Brain On!” targets classroom teachers as the author’s primary goal is to break down the “ivory-towering” walls of research and begin applying learning through play across more classrooms. In a standardized, assessment heavy learning environment, she invites a creative and engaging new way to teach.
An interesting look at the cognitive processes and how games affect the brain, with research-backed information provided. The book focuses more on K-12 grades, just something I was not expecting. Another negative for me was the additional denouncement of standardized testing which just distracted me from the information provided. The cognitive influences of games and the information on the brain make this text a worthwhile read.
Solid overview of the cognitive science behind playful learning. Primarily focused on K-12 environments (particularly early-middle levels) there are a great number of practical steps and ideas to implement.
Whether analog or digital, games have a lot of potential for cognitive development in students of all ages. This book will spark ideas for how you can bring games into your classroom to teach content, academic skills, and social-emotional skills.