Educational games? Ewwww!
Who needs another educational game? Not us. At Squid For Brains we love games—real games with strategy and, well, fun. So it helps that the latest research shows that engagement of the limbic system (the part where you feel emotions and enjoy things) jump-starts learning and rockets that information straight into long term memory. Scientists now say that we use a whole lot more of our brains when we encounter information in a social setting (like playing a game maybe?) That's why cooperative learning works. And if you're like us, you'd much rather be learning something while playing a fun game with friends. Makes it easier to justify all that playing around we do here at Squid For Brains.

Who needs Rote information?
No matter how much we want to be 21st century learners and access outside resources for information, there are fundamentals in every area of learning that we just have to learn (times tables, anyone?) Once you've mastered the basics, you have the tools to explore anything. We're getting so good at using the new tools that we're growing more and more resistant to learning rote information, and it's starting to show in our test results. Time to shake it up! An effective rote learning program doesn't have to be boring—it just has to present the information to you at spaced intervals to work. Goodbye flashcards, hello social reward-activated learning—SRAL.

What is SRAL?
Is that some new soda? A Star Trek character? Actually, social reward-activated learning (SRAL) is a fancy way of saying "learning better and faster when you get something from a group for learning it." Social rewards—it's why lots of people spend lots of hours cultivating virtual strawberries. You can't eat them, but you do get bragging rights. You get the same kind of social reward when you review something on Amazon, contribute to Wikipedia, or win a game. Why is it easier to remember Trivial Pursuit answers than it is to remember your high school French? Social rewards activate learning. Try it!

Says who?
We all like learning new things, but there's so much information out there. Where do you start? How do you take a little bit of time and use it efficiently to pick up new information? And who do you trust to put you on the right track? We asked the same questions. And we asked experienced teachers who really know their stuff to help us out. These experts put together exactly what you need to know to shine at whatever level you're at. And you can customize your experience to grow your knowledge over time. Playing a Squid for Brains game, you know you're always focusing on the most important information -- you'll see it on tests or use it on your next trip abroad. Best of all, you'll never forget it.

Incorporates Educational Standards
Squid For Brains games incorporate ACTFL standards for language learning, from question content that fosters communication, cultural information and comparisons, to the communities built as players compete with friends far and near. Culture Carnivals provide a forum for comparisons of different cultures and provide knowledge of their products and practices. And the power of social learning means learners are using the language outside of school for personal enjoyment and enrichment--just as the ACTFL "Communities" standard states.

Highly Engaging
Students spend hours playing collectible card games (CCGs). With well over 250 of these games published, from Pokemon™ up through Dungeons and Dragons™ and Magic the Gathering™, CCGs are a huge phenomenon in students’ lives. And their gameplay is online in MMORPGs (Massive Multi-Player Online Role Playing Games) like World of Warcraft™ and hundreds of Facebook™ games. CCGs provide the social interaction, goal-orientation and competition that keep people engaged. By incorporating academic content as part of game play while retaining all the key elements of a true game experience, Squid for Brains games provide a uniquely effective and engaging learning activity for use in class and out.

Tested for Classroom Use
The Carnival games have all been tested on players of all ages, and provide both long-play rules and a shortened, points-based rule set that reduces play time to fit into a typical class period. They’re also great for use as emergency sub plans that aren’t just filler. Carnival fits into any program and can be used at any point in the school year.

Encourages independent practice
Wouldn’t it be great if your students were begging to memorize more words? Constantly asking for more facts? In a Squid for Brains game, kids are highly motivated to quickly master all the information on the card sets because correct answers are rewarded with points and privileges in the game. Knowledge really is power in the Carnival world. Best of all, even students who are not studying the same topic or at the same grade level can play Carnival together. Each student uses a separate deck with their questions and answers. Isn’t it great when your goals and theirs finally come together?

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