Connected Gaming

Yasmin B. Kafai

Cover of Connected Gaming

Connected Gaming

Age Rating, Reading Level & Content Guide

What Making Video Games Can Teach Us about Learning and Literacy

by Yasmin B. Kafai

Reading Level 6 11LT Ages 9-12 Balanced Read

The text is written at a 6th grade reading level, the subject matter is intended for middle graders (ages 9–12), and the content is gentle with no concerning themes.

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About This Book

Here's a secret: video games aren’t just for playing—they can teach you how to create your own games! Imagine coding, teaming up with friends, and building worlds all by yourself, but that’s only the beginning.

Themes

Video gamesComputer programmingLearningCollaborationCreativityEducation

Quick Assessment

Connected Gaming explores how designing video games can boost children's coding skills, creativity, and teamwork. It emphasizes a balanced approach between learning from games and creating them, making it suitable for middle-grade readers interested in technology and collaboration. The book is educational and encourages a positive, inclusive view of gaming's role in learning.

For Parents

Content Intensity

11LT — Light — Thematic
Emotional
Clear
Physical
Clear
Social
Clear
Thematic
Light

No conflict beyond everyday childhood experiences. Safe for sensitive readers.

Data confidence: standard

Was our "Gentle" content intensity rating accurate for this book?

Reading Insights

Hook Factor

1/10

A steady, thoughtful read that rewards patient readers.

Discussion Potential

1/10

A lighter read — great for independent enjoyment.

Book DNA

Multi-dimensional content fingerprint

Vocabulary Level
5
Emotional Weight
2
Theme Richness
6
World Scope
1
Data Confidence
7

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Details

Book Length

224 pages
ISBN
9780262035378
Pages
224
Publisher
MIT Press
Published
2016
Type
Nonfiction

Genres

Subjects

Video GamesComputers and ChildrenComputer ProgrammingConstructivismLearning, Psychology ofVideo Games in EducationDesignPsychology of Learning