Awakening by Legends of Learning: Introducing the Latest Version Features

Awakening by Legends of Learning isn’t just a game; it’s a revolution in educational experiences. This immersive, multiplayer world offers a treasure trove of curriculum-aligned math and science content, all wrapped in a captivating and fun package.

The new version takes things a step further, introducing exciting features designed to supercharge student engagement and academic achievement. But before we delve into the new additions, let’s explore the core of Awakening’s success: the power of game-based learning.

The Power of Game-based Learning: Engaging Experience

Traditional education often relies on rote memorization and passive learning, which can leave students feeling disengaged and uninspired. By incorporating game-based learning principles, Awakening transforms learning into an active, dynamic experience.

This approach taps into the power of emotions in learning. When students experience enjoyment, a sense of accomplishment, and a healthy dose of friendly competition, they become more motivated to explore and learn.

Awakening’s Newest Features: A Glimpse into the Future of Education

The latest version of Awakening builds upon its core strengths, offering innovative features that enhance the learning experience:

Streamlined Assignments: “Teacher Quests” and “District Quests” are now seamlessly integrated into the game world. Students can easily access, complete, and revisit assignments within Awakening, eliminating the need to switch between platforms.

Enhanced World Exploration: Beastie riding and customizable trails add a layer of fun and personalization to navigating Awakening. These features provide additional motivation for students to collect Beasties and explore all corners of the game.

Expanded Learning Content: Exciting new minigames broaden the learning horizons within Awakening. Students encounter fresh, engaging learning experiences that complement the existing curriculum-aligned content.

The New Awakening School Is Here

Accessibility for All: Text-to-speech functionality on message popups ensures that all students, regardless of their reading level, can fully participate in the game. This feature fosters inclusivity and ensures no student is left behind.

Personalized Support: Just-in-Time Learning promises to be a game-changer. Students struggling with specific concepts will receive personalized recommendations from their in-game guide, Tuto, directing them to relevant learning materials. This targeted support will help students catch up and solidify their understanding.

So why wait? Head over to Awakening today and unleash the power of game-based learning in your classroom!

Beyond the Game: The Benefits of Awakening for Teachers and Students

The impact of Awakening extends far beyond the virtual world. Teachers and students alike benefit from its innovative approach:

awakening the wilds
Teachers benefit for…

Detailed Reporting: Data-rich reports provide educators with invaluable insights into student performance on specific topics. This allows teachers to tailor their instruction and identify areas where students might need extra help.

Curriculum Alignment: Awakening offers a vast library of curriculum-aligned games, ensuring that students are practicing and mastering relevant math and science concepts.

Multimodal Learning Support: Awakening empowers teachers to create engaging multimodal learning experiences, blending classroom instruction with multimedia educational assets, and curriculum-aligned game-based learning tools.

multimodal learning

Students are happy because of…

Unlimited Options: Students have access to over 2,000 curriculum-aligned math and science games, fostering a love for learning both at school and at home.

Personalized Learning: Students can customize their avatars, adding a playful element to their experience.

Learn at Their Own Pace: Awakening allows students to progress individually, ensuring they fully understand each topic before moving forward. This personalized approach fosters confidence and a deep understanding of the material.

Embrace Productive Struggle: Awakening provides a safe and rewarding environment where students can tackle challenges. Through engaging gameplay, they’ll develop valuable problem-solving skills and celebrate their achievements.

awakening battle

Boost Cognitive Function: Studies show that Awakening enhances cognitive function and learning comprehension. Interactive games stimulate the brain, fostering a love for learning that extends beyond the summer months.

Explore Unforgettable Experiences: Awakening goes beyond textbooks! Students embark on virtual adventures, conduct simulations, and explore fascinating topics, all while strengthening their math and science knowledge.

Motivation and Competition: Leaderboards and quiz games inject a healthy dose of competition, keeping students engaged and motivated to excel.

Awakening: Transforming Education in the Digital Age

Awakening’s commitment to innovation and its focus on student engagement have earned it well-deserved recognition, including the 2023 Parent Teacher Choice Award. 

Furthermore, research-backed effectiveness and unique features make Awakening one of the top educational tools of choice in digitally-enabled classrooms. 

Students Playing Legends of Learning Show Higher Test Scores!

Key Takeaways

  1. Awakening offers a revolutionary approach to education through game-based learning. It utilizes games, points, badges, and leaderboards to make learning fun and engaging.
  2. The latest version introduces several exciting features: streamlined assignments, enhanced world exploration with Beastie riding and trails, expanded learning content with third-party minigames, improved accessibility with text-to-speech, and personalized support with Just-in-Time Learning. Assistant guide Tuto now offers help and suggestions for learning games and videos if a student needs them.
  3. A tool that benefits both teachers and students. Teachers gain access to detailed reports and curriculum-aligned content, while students enjoy unlimited access to learning games, personalized avatars, and a motivating competitive environment.
  4. Legends of Learning is a recognized leader in educational gaming. It boasts research-backed effectiveness and awards like the 2023 Parent Teacher Choice Award.
  5. The latest version features 10 exclusive minigames. These 10 custom games offer fresh approaches to learning, engaging students in exciting ways.

Awakening is a powerful tool for transforming classrooms and making learning enjoyable for students of all ages. Feel free to explore Legends of Learning’s website to discover all about the exciting ways it can transform students’ learning journey!

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May Marvels: Explore New Math Games – May 2024

Hi Legends! Welcome to another exciting update from our Learning Universe Math Games! This May, we’re thrilled to introduce you to the latest additions to our ever-expanding array of Math classroom games, designed to engage while enhancing your students’ test scores. If you missed last month’s new games you can take a look at April’s update here.

What will you find below? 

📐New Math Games May 

🔎A closer look at featured games

New Math Games May 🧪

Get ready to engage your students with exciting new adventures and hands-on learning experiences.

Grades 3-5

  • Rube Goldberg Magic Marbles: Do your day-to-day activities in the most complicated way possible, with the added twist of writing math expressions!
  • Equivalence: Collect and cut ingredients in the forest using fractions to brew potions. 
  • Ninja Kite: The Thousandth Toad: Join Kenzo on his quest to decrypt the magical scrolls by writing and reading decimals to the thousandths.
  • Cake Drop: Divide each falling cake into the correct number of slices to keep our guests happy!
  • MathScape: The Chronicles of Place Value: Move numbers to the left and right to understand place value.
  • Prime Fishing: Use your knowledge of prime and composite numbers to catch the right fish. 
  • Captain Comparison’s Fraction Face-Off: Join our captain in his mission for the treasure to recover his body, he’s a skeleton! Compare fractions to defeat our enemies and reach the treasure!

Grades 6-8

  • Percent City: Understand how percentages work while saving the day from an evil virus.

🔎A Closer Look at Featured Games

Rube Goldberg Magic Marbles — Elementary Math

the rube goldberg magic marbles

Game Description:
Rube Goldberg Magic Marbles is a game where students will choose and set up contraptions to help with some day-to-day activities while learning to write and read simple expressions.

The Rube Goldberg Magic Marbles


Equivalence – Elementary Math

Equivalence Math Game

Game Description:

Time for potions! Help out a wizard lady in her potion shop. Learn about Equivalence, and compare similar fractions!

equivalence game review


Ninja Kite: The Thousand Toad – Elementary Math

Ninja Kite: The Thousandth Toad

Ninja Kite: The Thousandth Toad

Game Description:

Embark on a thrilling adventure with Kenzo. Dash through the vibrant pixelated world of the Thousand Toad Swamp, using simple mechanics to navigate obstacles and pitfalls. As Kenzo undertakes his daily 1K run, test both his physical prowess and mental acuity by solving puzzles at the five shrines of knowledge scattered along the way. With a blend of fast-paced action, brain-teasing challenges, and mystical abilities, Kenzo’s journey promises an unforgettable adventure for all who dare to join him.

Ninja Kite: The Thousandth Toad



Keep an eye out for more exciting game updates coming your way soon.

New to Legends of Learning and eager to try out these games? Sign up now and embark on an educational adventure!

Don’t miss out on the opportunity to earn Rewards Points by leaving teacher reviews! Your feedback not only helps other educators select the right games but also ensures students have access to the best educational material.

Plus, your input guides us in creating more of the games you love. Start earning rewards today and make a difference in the learning journey!

Have questions? Reach out to us at


May Marvels: Explore New Science Games – May 2024

Hi Legends! Welcome to another exciting update from our Learning Universe Science Games! This May, we’re thrilled to introduce you to the latest additions to our ever-expanding array of Science classroom games, designed to engage while enhancing your students’ test scores. If you missed last month’s new games you can take a look at April’s update here.


Legends of Learning Selected by U.S. Dept. of Education for $8 Million Grant to Study Game-Based Learning

Fulton, MD, April 3, 2024 – Legends of Learning has been selected to partner with Impact Florida, a non-profit, non-partisan organization advancing excellence in classroom instruction, and WestEd, a national non-partisan leader in research, development, and service focused on education and human development, to examine the efficacy of game-based science instruction in Miami-Dade County Public Schools (MDCPS).

An $8 million grant from the U.S. Department of Education’s Education Innovation and Research (EIR) grant program will fund a five-year study to explore how a standards-aligned, game-based learning (GBL) experience will impact student performance on the fifth-grade state standardized science test. The study will include a year-long randomized controlled trial (RCT). Several prior studies of the Legends of Learning platform have already shown significant positive correlations between game platform usage and improvements in test scores. With WestEd leading data collection, analysis, and insights, this study will build upon an established body of evidence.

“We’re excited to be partnering with Impact Florida to test the impact of Learning Universe, our evidence-based, rigorous, game-based learning curriculum, with educators in the state,” said Legends of Learning CEO Dr. Vadim Polikov. “Students are struggling to stay engaged in school, especially post-COVID, and this has led directly to lower test scores in math and science. Games have the power to change that.”

Innovation in delivering education is of paramount importance given current proficiency trends in science education. The COVID-19 pandemic disrupted teachers’ ability to engage students in attentive learning experiences. During this period, proficiency scores were negatively impacted, as Florida fifth-grade science performance fell from 55% proficiency in 2018 to 47% in 2021.

In response to pandemic-induced instruction challenges, teachers scrambled for instructional tools to engage a student population that shifted to more screen-based engagement for learning, social connection, and entertainment. Interactive content has become the norm: 6 out of the top 10 content sites used by teachers and students in the 2021- 22 school year were gamified or used games to teach.

“Impact Florida is thrilled to help support research on the potential impact of innovative tools like Legends of Learning and to work with Florida educators in doing so,” said Impact Florida President Mandy Clark. “Increasing engagement is important to student academic growth, and we’re eager to see how game-based learning can tap into students’ existing interests.”  

A prior study of the Legends of Learning platform by WestEd showed up to a 23-percentile point improvement in science achievement scores with usage of the GBL platform.  “This RCT will reveal the direct impact of the Legends of Learning platform on science achievement, building upon our prior findings of a positive association on science achievement with increased usage of the platform,” said Taunya Nesin, Director of STEM Networking and Partnerships at WestEd. “The methodology and scope of this study will help us learn more about best practices for implementation and use of GBL in elementary classrooms and the impact it can have on learning.”

The study will be conducted in partnership with Miami-Dade County Public Schools, one of over 300 districts across 49 states that have partnered with Legends of Learning.  Reacting to the award, Dr. Jose Dotres, MDCPS Superintendent, said, “We pride ourselves on building networks that collaborate to maximize the potential of every student in our district.  That collaboration extends to studies like this, which can provide us with insights that help accelerate student performance.  We’re excited to participate in this research.”

Approximately 280 science teachers and over 6,000 students are projected to participate in the study. The U.S. Department of Education’s Education Innovation and Research program will provide a grant of $7,997,993 to support the research, which will be matched by an in-kind contribution of more than $800,000 from Legends of Learning. 


To request an interview with Legends of Learning CEO Vadim Polikov, contact Jose Ramos at (925) 261-8586 or

To request an interview with Impact Florida President Mandy Clark, contact Trey Csar at (415) 215-4994 or

To request an interview with WestEd staff on this project, contact Gretchen Wright at 

Teach Super

We live in a society that idolizes super heroes. Everyone wants to be super, and teachers are no different: They can teach super. An elementary school teacher’s impact on a child surpasses almost anyone else in their life, other than parents and close relatives.

Do you know how important you are to your students?

By sparking curiosity and interest in a subject like science, you can build the foundation for a future career and lifelong passion. But it takes more than just an attentive teacher; it requires making STEM fun and playful.

Just last December, Getting Smart magazine noted how important it is to make science a fun activity. “Implementing a STEM curriculum during the early elementary grades which combines play with direct instruction can lead to long-term interest in these subjects,” writes Tracy Derrell. Maintaining interest from elementary and through middle school requires engagement.

That’s where teaching super comes into play.

The Need for Super Teachers

Teachers can be super by engaging students in science lessons.

The need for super teachers is real. Only 34% of 4th grade students achieved a score of “At or Above Proficient” on the science portion of the National Assessment of Educational Progress (NAEP).

The United States needs its youth to take on STEM careers. The country is currently reliant on foreign workers to fulfill its STEM workforce.

So how does an educator make science fun and playful?

For starters, you can make a game of it. That goes well beyond Legends of Learning’s elementary suite of games. There are many ways to make content accessible to students.

For example, consider these eight fun resources we found to help teachers preparing science students for tests. Or find a different way to make science more interesting and applicable to students’ real lives. There are hundreds of such activities across the Internet.

When You Teach Super

Two Legendary science teachers at FETC in Florida.

Experienced teachers know success often bubbles up as singular breakthrough events that occur during the long march of a school year. Teaching can become a slog, particularly in the winter months when the days are short and the work is long.

But then there’s that student who suddenly comes alive. Or that class that really gets into a lesson. Maybe a former student comes back to visit or reaches out and thanks you for providing that spark.

Consider how these two students fell in love with science as a result of witnessing the total solar eclipse last summer. The experience infused them with a new excitement for science.

So, Legend, every day is a great day to teach super.

Let us know how we can support you.

New Monthly Twitter Chat: #LegendaryChat

If you are on Twitter and you like game based learning (GBL), you’re in for a treat. Starting on Monday, April 2nd at 8pm ET, we’re launching our monthly Twitter chat, #LegendaryChat!

Taking over the Twitter account that night will be Legendary ambassador Amanda Glover (she’s also on Twitter and has her own EdTech blog). Get in on the conversation simply by using the hashtag #LegendaryChat.

For the inaugural #LegendaryChat, our topic will be Intro to Game-Based Learning. This chat is ideal for educators from all over the GBL spectrum, from classroom gaming experts to interested teachers who have never used game-based learning at all.

Participants will learn:

  • The benefits of bringing GBL to the classroom
  • Challenges faced by teachers who use GBL, and how to overcome them
  • Strategies for making GBL as effective as possible for students

In the meantime, there are tons of other education-related Twitter chats you can check out! Here are some of our favorites:

Ongoing chats:

  • #scichat: Exactly what it sounds like. Chat with other educators about all things science!
  • #elemchat: Anything and everything related to elementary education! This one is new for us, since we’ve just released our first few games for grades 3-5.

Legends of Learning participates in the #XPLAP Twitter chat.

Weekly chats:

  • #XPLAP: Stands for Explore Like a Pirate. Yep, that’s a thing. Tuesdays at 10pm ET.
  • #games4ed: A Twitter chat all about gaming in education! Thursdays at 8pm ET (though we like to check out this hashtag all week long).

Do you have another Twitter chat that you love? Let us know in the comments section.

Save the date and spread the word about #LegendaryChat on Monday, April 2nd. We can’t wait to see you online! And don’t forget to follow us at @legendlearning.

Finding the Riches in Game-Based Learning

By Caitlin Unterman, 8th Grade Science Teacher, Forest Middle School (VA)

Most in the education world believe that enrichment is the most important goal of a classroom. Teachers focus on creating opportunities that simultaneously enrich and engage students. However, many fail to recognize what is actually enrichment, and what is simply reinforcement.

Enrichment, by definition, is “the act of making someone wealthier.” I like to think this is wealth in the form of knowledge. Do a simple Google search and you find another definition of enrichment: “improving or enhancing the quality or value of something”.

Both definitions apply to our classrooms. And there is no better way to enhance the value of “something” than by adding what kids love best: games.

Another simple Google search can find you the EdTech definition of game-based learning: “Generally, game based learning is designed to balance subject matter with gameplay and the ability of the player to retain and apply said subject matter to the real world.”

Put enrichment and game-based learning together by definition, and you would get “Generally, game based learning is designed to balance subject matter with gameplay and the ability of the player to retain and apply said subject matter to the real world, while improving or enhancing the quality or value of education.” As an 8th grade Earth Science teacher, that sounds pretty sweet.

Importance of Enrichment in All Content Areas

Like the majority of teachers, my enrichment efforts are based on data. Strands of weakness and complex learning concepts take priority as I work to innovate and plan creative units to convey the concepts better. Try teaching radiometric dating and half-life curves to a bunch of 8th graders who were put into a High School Credit science class… That is quite a challenge.

Game-based learning has become the Aleve to my headache in that regard. Students are far more interested in their phones than any piece of paper I hand out. So, I moved towards digital learning.

Using the game-based learning platform Legends of Learning, I created a pre-test playlist on geologic time, added an assessment pack at the end, and downloaded my students’ performance data. After highlighting the weaker strands (subcategories within the topic), I made a new playlist. I taught the concepts per usual, emphasizing the weaknesses shown in the pre-test playlist data, and then launched the playlist again after my normal teaching lessons. (For an example of how to track student performance, check out the Hall of Knowledge here.)

An enrichment playlist covering geologic time.

Much to my surprise, weak strands were no longer categorized as “weak”, moreso, “improving”. Take a look at the Vanderbilt study conducted in partnership with Legends of Learning, and it speaks for itself. Weak strands can become enhanced strands through game-based learning enrichment.

How to Implement Games to Target Weak Strands

Some may think, “All of this is great, but where do I start?” Game-based enrichment isn’t something you just wake up and decide to implement one day.

Instead, consider doing some critical data analysis, at least once, before jumping right in.

The data analysis portion of the Legends of Learning platform allows you to break down each learning objective by student performance.

Teachers can download student data to track progress during enrichment activities.

From this, identify the weak strands. Your definition of “weak” may differ from mine, but usually I emphasize those showing 50% mastery or below. Think about those weak strands in terms of what I call the 3 Vs: Volume, Value, Vocabulary. Let’s break those down:


On average, how much time do you spend emphasizing a strand? One day? One week? Strands that are only the focus of one day of class may not be as crucial as larger units you spend weeks on. Take out the strands that are “one-dayers”.


Are the skills presented in this weak strand going to affect later learning objectives? Place an educational value on the learning objective. Is the concept crucial or supplementary?


Is the learning objective heavy on vocab? If so, take a look at the overview and curriculum for each game. Find the key vocabulary needed, pack the playlist, schedule the playlist to run over the weekend as “homework,” and collect data on Monday. You should see improvement.

View curriculum details for each game before using it for enrichment.

The key to game-based enrichment is finding the value in the innovative learning that is taking place. Don’t just plug in games that are fun and engaging. The games need to emphasize weaknesses within the content in order for enrichment to be successful.

What are your experiences with using GBL for enrichment?

GBL vs. Gamification:
What’s the Difference?

A handful of game-related terms get thrown around the edtech sphere. Two big ones are gamification and game-based learning, or GBL, just check out their hashtags on Twitter: #GBL and #Gamification.

What exactly is the difference between gamification and GBL? Many confuse the terms, but one is not the other.

It’s an innocent mistake, one that I have made, too.

Last Spring, just before my first day at Legends of Learning, a friend asked me what exactly we do. Ill-versed in edtech buzzwords, I did my best to explain, and he said, “Oh, so you do gamification. We talk about it all the time in education consulting.”

To my uninitiated mind, “gamification” was a pithy explanation, and I wondered why the term had never come up in previous conversations with the Legends team. It turns out, gamification isn’t what we do.

Gamification in Education: What it Looks Like

To show an example of gamified learning, let’s turn to our friends at Classcraft. I met these folks at ISTE 2017 in San Antonio, and they’re great — they even wrote a blog about us! Classcraft defines the principle of gamification as “applying game principles to non-game situations.”

Basically, Classcraft is an experience, and it works like this:

Teachers deploy their own learning materials that they’ve created—think worksheets, quizzes, and videos—as different destination points within a “Quest.” Students work through these materials to advance through the Quests at their own pace. As they complete their work, they travel across a map, from one end of an island to another.

A Classcraft quest, which employs gamification rather than GBL.

This is a fun way to visualize progress, and it uses the principles of an adventure game to capture students’ interest while they learn. That’s gamification.

The learning itself is done through traditional classroom assignments, not a game. That would be a different story.

Understanding GBL

Unlike the traditional classroom assignments that persist in a gamified classroom, GBL is exactly what it sounds like: using games to introduce, enforce, or enrich learning concepts.

The idea is that learning through gameplay can be more engaging than more traditional methods like lectures, textbooks, and worksheets. When students are more engaged, their brains are more capable of absorbing new information. This makes for better subject matter retention, leading to higher test scores, as demonstrated by research.

Games are often more engaging than traditional learning tools because, of course, they’re fun. But beyond this highly unscientific assertion, how does GBL achieve higher engagement from an educational theory standpoint? GBL guru Dr. James Paul Gee attributes it in part to the principle of “Performance Before Competence.”

In his essay “Good Video Games and Good Learning,” Dr. Gee explains that students playing a game “can perform before they are competent, supported by the design of the game, the ‘smart tools’ the game offers.” This differs from more traditional learning methods, which often require students to read a text and become competent before they can start trying to perform tasks related to the new knowledge. For many students, these methods are far less effective than the “learn by doing” approach that GBL allows.

Engagement is the ticket to effective learning. Keeping that in mind, let’s look at how gamification and GBL are similar, and why so many people tend to think they’re interchangeable.

A Key Similarity

GBL and gamification are guided by the same overarching principle: morphing a traditional classroom task into a more engaging, competitive activity.

Take for example the Interactions in Ecosystems learning objective on our site. It is home to ten mini-games, ranging in length from 5-25 minutes. Each game interweaves specific science concepts — in this case, how ecosystems work, as delineated by the NGSS — into the gameplay.

Deep Sea Adventure, a game-based learning (GBL) tool in the Interactions in Ecosystems learning objective.

In “Deep Sea Adventure,” you start out as a tiny shrimp, eating plankton and avoiding predators, ultimately growing into a fish, a jellyfish, a turtle, and a shark. In “EcoKingdoms: Interactions,” your role is park manager, making decisions to balance the flora, fauna, and finances that are crucial to the park’s operation.

Other GBL experiences feature competition amongst students. They compete with one another and motivate each other to perform at a higher level in the game. Some learning games even have leaderboards so students can compete against players all over the world.

Have you ever tried to get small children to help clean up their toys after making a mess? One effective strategy is to say “I bet I can clean up more toys than you… ready, go!” Nine times out of ten, the child will go whizzing around their bedroom trying to beat you in the new “clean-up game” you just created. That is gamification at work.

Competition is a motivator, and can make any task — whether cleaning the playroom or learning science — a lot more fun. So if GBL and gamification share this core similarity, why is the distinction so important?

A venn diagram comparing gamification and game-based learning (GBL).

Gamification alters significant structural aspects of the learning experience, breaking from the norms of lectures and worksheets. Teachers gamify their classrooms for a fresh new approach to a complex concept.

GBL is a component that can be flexibly plugged into a traditional classroom, interchanged for other tasks like worksheets, without altering the way the classroom runs overall.

Next time you talk tech in the teacher’s lounge, see if your colleagues know the difference. Let them know you’re not playing around!

Top 10 Most Popular Science Topics in January

With the first month of 2018 wrapping up, let’s check out the top 10 most popular science topics on the Legends of Learning site in January:

1. Effects of Temperature and Pressure on State

An ice skating rink shows the effects of temperature and pressure on state, freezing water into ice.

Summary of concepts covered (8 games): A substance’s state of matter is an extrinsic property, meaning it can be changed by its environment. Physical conditions like temperature and pressure affect state of matter. Both temperature and pressure can be measured, and state changes can be observed.

2. Atoms and Elements

The periodic table holds all of the atoms and elements.

Summary of concepts covered (10 games + 1 PhET simulation): Everything in the universe is made up of atoms. Atoms are the smallest units of matter, and the different types of atoms make up different elements. They can exist on their own, or bonded together in molecules.

3. Parts of the Cell

Learn about cell structure with parts of the cell science games.

Summary of concepts covered (9 games): Cells contain specialized structures, called organelles, that perform specific functions. Prokaryotic cells, like bacteria, do not have many organelles, while eukaryotic cells have defined organelles. All cells have a semi-permeable cell membrane that lets them absorb nutrients and get rid of waste. Nuclei, mitochondria, ribosomes, rough and smooth ER, the Golgi apparatus, and lysosomes are all covered!

4. The Sun, Moon, and Stars: Patterns of Apparent Motion

Due to Earth's rotation, the sun, moon, and stars appear in different places in the sky each day. Here, the apparent motion of the stars results in a unique glow across the night sky.

Summary of concepts covered (8 games): From day to day, the sun and stars will not appear in the exact same part of the sky due to the Earth’s revolution around the sun. These patterns of apparent motion allow us to predict where the Sun, Moon, and stars are at any given time, using drawings, 3D models, and computer models.

5. Role of Sunlight and Gravity in the Water Cycle

Waterfalls and the role of sunlight and gravity in the water cycle.

Summary of concepts covered (8 games): On Earth, water can exist as a liquid, a solid (ice), or a gas (water vapor). It changes between these states of matter when it gains or loses energy. In the water cycle, this energy comes from sunlight. While sunlight is the energy source, the greatest force propelling the water cycle is gravity. Gravity is the force of attraction between two objects, and Earth’s gravity pulls matter downward, toward its center. It pulls precipitation down from clouds and pulls water downhill.

6. Conservation of Matter in Chemical Reactions

In chemical reactions, there is a conservation of matter.

Summary of concepts covered (10 games): During a chemical reaction, atoms are rearranged, but they are not created or destroyed. The substances entering the reaction are called reactants, and the resulting substances, with new chemical formulas, are called products.

7. Temperature, Thermal Energy, and Particle Motion

Water particle motion changes from liquid to gas as a result of changing thermal energy.

Summary of concepts covered (9 games): Temperature measures the average kinetic energy of the particles in a substance. Thermal energy measures the total kinetic energy of the particles in a substance. The greater the motion of particles, the higher a substance’s temperature and thermal energy.

8. Weathering and Erosion

a large nature landscape showing weathering an erosion

Summary of concepts covered (9 games): Aside from plate tectonics, moving water (including ice) causes the most significant change to the earth’s surface. Weathering (including physical and chemical) is the process of breaking down rock that is not moving. Erosion is when water actually transports rock and sediment from one place to another.

9. Sound Waves

Sound waves are longitudinal mechanical waves that can travel through solids, liquids, or gases.

Summary of concepts covered (10 games): Waves are disturbances that transfer energy from one place to another. Sound waves are a type of mechanical, longitudinal wave. Longitudinal waves cause matter to contract and expand, known as compression and rarefaction. Matter vibrates as sound passes through it.

10. Gene Mutations

Albino snakes have gene mutations in its DNA.

Summary of concepts covered (10 games): DNA contains the genetic blueprint of all living things. It comes in double helix-shaped strands, which look like twisted ladders. The ladders’ rungs are made up of two kinds of nucleotide pairs: adenine and thymine, and cytosine and guanine. During cell division, DNA replicates itself, but it sometimes makes errors. Most of these errors are fixed during the process, but the ones that aren’t may become gene mutations.

What will be the top 10 in February? Sign in and play to have your say!

Legendary Season of Giving

We’ve made it to December, the Legendary Season of Giving! While you’re giving your students the gift of engaging science games in the classroom, there may be additional teachers out there who have yet to discover Legends of Learning. Since it is the season of giving, we decided to add to the fun and offer gifts for teachers who refer us.

Between now and December 31, when you refer other science teachers and they start using Legends of Learning*, you’ll receive the following gifts:

Give the gift of science games, and Captain Kinetic and the Legends will give you gifts!

  • 1 Referral – Gift: Dean Silencio Pez Head (Pez included!)
  • 3 Referrals – Gift: LoL T-shirt & Cape set
  • 5 Referrals – Gift: Two tickets to Star Wars: The Last Jedi (or a movie of your choice)
  • Plus, don’t forget, you also earn 1000 coins for every referral! That’s good for 1000 science games for your students to play.

Give your colleagues the gift of game-based learning and celebrate the Legendary Season of Giving! There’s no better way to liven up a classroom at the end of the calendar year. Start making referrals today! (Not sure how? Find out in the Hall of Knowledge.)

Celebrate the Legendary Season of Giving and give the gift of game-based learning.
*In order to qualify for a gift, referred teachers need to log in and launch a playlist on Legends of Learning by December 31.

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