Five hands-on encounters with instructional hardware, apps, and software, chosen for how they might work in my own teaching and research context. The first is a purposeful gameplay report. The rest move toward harder tasks, so the set shows growth, not just breadth.
Adventure one is a purposeful gameplay report. It asks whether a specific digital game could be integrated into a classroom, and it walks through six points. Adventures two through five each review a piece of hardware, an app, or a software tool against four points.