
Digital Games as Educational Tools | Resource
Originally presented in May 2026, this webinar series explores how digital games can be used as powerful tools for teaching and learning. Led by digital games teaching expert Shea Rigney, the series explores the research behind game-based learning and provides practical frameworks for curriculum integration.
Designed for both primary and secondary teachers, these webinars offer concrete strategies, ready-to-use resources, and real classroom examples to support teachers at every level of experience.
Theoretical context and case studies
In this session, we cover pedagogical and theoretical context of digital game use within classrooms. We also outline the organisation and implementation processes required to effectively embed digital games into teaching and learning activities.
Implementation in the classroom
This session provides a scaffold to support the implementation of digital games in your classrooms. Barriers to implementation are identified and addressed to support your delivery.
Three case studies
In the final session, we offer practical examples of how games can function as powerful digital learning tools in the class room. Three case studies are offered to demonstrate a range of digital game types, school settings, year levels, and teaching areas.
About the presenter
Shea Rigney has over ten years experience with digital games across learning areas including Humanities, English, and in specialist settings. Outside of school, she has engaged with Western Sydney University researching the use of digital games in History, Indigenous games, and the impact of government policy on digital accessibility.
Find out more about Shea via her website.