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Create free accounthey folks we've often talked on this show about how games can be a great tool for education and we've heard from many teachers who want to use games in their classes so we are proud to announce that we've launched the extra credits edu steam curators list a list for teachers parents and just anybody interested in furthering their education a list that recommends games based on their potential educational value and uses that's a link to it right down there this list is thanks largely to the tireless work of Tobias stabi a phenomenal educator who famous in Norway for his use of The Walking Dead to teach ethics and also Alexander hus who uses civilization in his classes on sociology and history we know that a lot of you out there believe in the potential of games as much as we do so we'd like to ask for your input and invite any Educators who are interested in helping us grow the list to contact us at Tobias extracredits Donnet we've already heard from Educators who are happy to have this resource and we know that with your help we can make it even better so go check out that list the link is still right down there in the corner so just
click that link right there [Music]
Digital games serve as powerful pedagogical tools, yet educators and parents often struggle to identify high-quality titles suitable for classroom or home learning environments. To address this gap, a curated list on the Steam platform has been established to categorize games based on their specific educational utility. By leveraging the reach of the world’s most popular digital distribution service, this initiative provides a centralized resource for finding software that aligns with academic subjects such as history, physics, and ethics.
The project relies on the expertise of experienced practitioners, including educators who have successfully integrated titles like The Walking Dead to teach ethics and the Civilization series to explore sociology and history. These examples demonstrate that commercial off-the-shelf games possess significant potential to foster critical thinking and subject mastery when applied within a structured learning framework. The initiative emphasizes that the value of these games lies in their ability to engage students through interactive systems that mirror complex real-world concepts.
To ensure the continued growth and relevance of this resource, the project actively invites collaboration from the global teaching community. By crowdsourcing recommendations and pedagogical strategies from educators, the list aims to expand its coverage across diverse disciplines and grade levels. This collaborative approach seeks to bridge the divide between mainstream gaming culture and formal education, ultimately providing a vetted, accessible library that empowers instructors to incorporate interactive media into their curricula effectively.
Thomas Brush · 2026