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From Playing to Paying Attention

Two free KidWings games, Hoot & Hunt and Up, Up, Owl!, follow a young barn owl as it learns to hunt and to fly home through a landscape of fences, storms and roads. Here is how to turn each one into a classroom investigation of predators, prey and habitat.

CABy Chris AndersonNovember 9, 2026 · 10 min read
A fluffy young owl peeking out from the branches of a fir tree (photo: Юля Фомина, Unsplash)

Hook: the useful moment in a game is the one where the owl misses.

There is a big difference between putting a game in front of students and using a game to teach science.

The first can fill ten minutes. The second can give students a problem to solve, a pattern to notice, and a reason to ask why an animal behaves the way it does.

That is where two KidWings games, Hoot & Hunt and Up, Up, Owl!, become useful in the classroom. Both are built around a young barn owl, but they focus on very different parts of its life. One asks students to think about hunting, distance, movement, and prey. The other puts flight, weather, obstacles, roads, and the trip back to a barn at the center of the experience.

Taken together, they can do something a worksheet often struggles to do: make students feel the problem before you ask them to explain the science.

Why Use a Game in an Ecology Lesson?

Ecology is full of relationships that are easy to describe and harder to picture. An owl hunts in a field. Small mammals move through the grass. A barn provides a nesting or roosting site. Roads cut across habitat. Wind and rain change how an animal moves and hunts.

Students can memorize each of those facts separately and still miss the larger idea.

A game gives those relationships consequences.

If the target moves, the player has to adjust. If the owl flies too low, an obstacle matters. If weather changes, the same flight no longer behaves the same way. Suddenly habitat is not just a definition at the top of a worksheet. It is something affecting whether the animal succeeds.

That does not mean a video game perfectly recreates nature. It does not. A classroom game is a model, and models simplify reality. The useful part comes afterward, when students compare what happened on the screen with what real barn owls face in the wild.

Research supported by the U.S. Department of Education's Institute of Education Sciences has explored game-based environments as tools for motivating students and supporting science learning. The strongest classroom use is not simply playing for a score. It is giving students a task, then using the game experience as evidence for discussion, explanation, and further investigation.

That is exactly how I would use these two games.

Game 1: Hoot & Hunt

Hoot & Hunt game logo: a young barn owl swooping toward a target

Free on KidWings, nothing to sign up for

Play Hoot & Hunt →

Hoot & Hunt starts with a young barn owl trying to learn something every predator eventually has to get right: where the prey is going to be when you reach it.

The controls are simple. Students pull the owl backward from a branch, choose how much force to use, release it, and watch the owl follow a curved flight toward the target. The first targets stay still. Later ones move. Then they get smaller. By the fourth level, the game takes place at night and the targets become prey instead of practice boards.

That progression matters because the game gradually adds uncertainty. At first, students can focus on distance. Then they have to judge movement. Later, they have less room for error.

The obvious lesson is about hunting, but the ecological lesson is broader.

A predator does not simply need prey to exist. It has to find it, locate it accurately, approach it, and successfully capture it. A food web diagram may connect a vole to a barn owl with one arrow, but that arrow hides an enormous amount of behavior.

Barn Owls are especially well suited to this discussion. Cornell Lab of Ornithology describes them hunting low over open habitats and relying heavily on sound to locate small rodents. Their facial disk helps direct sound toward the ears, and their uneven ear placement helps them locate sound sources with remarkable precision.

That makes Hoot & Hunt a good starting point for asking what the food-web arrow between predator and prey actually requires.

The Question to Ask After Students Play

Do not begin with, “What score did you get?”

Ask:

What changed when the target started moving?

Students will usually talk about timing, direction, speed, or having to aim ahead. That opens the door to a better ecological question: what kinds of information does a real predator need before it commits to an attack?

You can then compare the game with real owl hunting. The game simplifies the hunt into a visible target and a launch. A real barn owl is processing sound, movement, distance, habitat structure, and its own position, often under very low light.

Now the game has become a model students can critique rather than just a distraction they completed.

Classroom Activity 1: Hunt Like an Ecologist

After playing Hoot & Hunt, divide the board or a sheet of paper into two columns:

THE GAME SHOWS

REAL OWLS ALSO HAVE TO DEAL WITH

Let students fill in the first side from memory. They might list moving prey, distance, aiming, limited attempts, darkness, and changing target size.

Then build the second column together. Depending on grade level, students can add tall grass, wind, prey hiding, background sound, multiple prey species, obstacles, energy cost, weather, and competition.

The goal is not to criticize the game for leaving things out. The goal is to teach students that every model leaves things out.

Finish with a short claim:

Hoot & Hunt is a useful model of owl hunting because ________, but it does not show ________.

That one sentence forces students to separate the scientific idea from the game mechanics.

For older students, take it one step further and ask which missing variable would change the game the most. Would they add wind? Taller vegetation? Limited energy? Competing predators? Prey that can hide?

Now they are thinking like ecologists and game designers at the same time.

Game 2: Up, Up, Owl!

Up, Up, Owl! game logo: a young barn owl in goggles flying a small plane

Free on KidWings, nothing to sign up for

Play Up, Up, Owl! →

If Hoot & Hunt is about getting dinner, Up, Up, Owl! is about getting through the landscape.

A young barn owl has left the nest and needs to fly back toward a barn. Students control its height as the countryside moves past. Branches hang down, fences rise from below, golden feathers drift through the flight path, and each level ends with the owl lining itself up with an open loft window.

Then the weather changes.

The final flight takes place at night in a storm. Wind alters the owl's movement, rain makes the flight harder, visibility becomes more limited, and cars enter the picture. KidWings uses those changes to turn what began as a simple flying game into a lesson about environmental conditions and human-made hazards.

This is where the game becomes especially useful for an ecology class.

Students often learn habitat as though it were a place on a map: forest, grassland, wetland, desert. In reality, an animal experiences habitat while moving through it. A fence can matter. A road can matter. A storm can matter. An open field may provide excellent hunting while the road beside it creates a new risk.

Cornell describes Barn Owls as low-flying hunters of open grasslands, marshes, and agricultural fields. The U.S. Fish & Wildlife Service also identifies Barn Owls among owl species that can be especially vulnerable to vehicle collisions because they frequently forage at vehicle height.

That makes the road in Up, Up, Owl! more than a video-game obstacle. It gives teachers a direct way into a conversation about habitat fragmentation, movement, and the fact that good habitat and dangerous infrastructure can exist right beside each other.

Classroom Activity 2: Turn the Game Into a Habitat Map

After students play Up, Up, Owl!, have them draw the owl's route from memory.

Do not ask for an artistic map. Ask for an ecological one.

Students should mark every feature that either helped or challenged the owl. Depending on what they noticed in the game, they may include the barn, open flying space, branches, fences, reeds, weather, roads, traffic, and the loft entrance.

Then have them sort the features into three categories:

RESOURCE: Something the owl needs or can use.

OBSTACLE: Something that makes movement harder.

HAZARD: Something that could seriously injure or kill the owl.

The interesting part comes when students realize that one feature may fit more than one category depending on context. A barn may provide shelter, but getting into a particular opening still requires successful flight. Open fields provide hunting habitat, but a nearby road may turn the same area into a collision risk.

Now ask students to redesign the route.

They are allowed to change three things in the landscape to make it safer for a young owl, but they cannot simply remove every obstacle. The countryside still needs farms, roads, vegetation, and human activity.

What would they change?

Ask students: Where would they put safer habitat? Would they change the relationship between roads and hunting areas? Would they add or protect nesting locations? Could vegetation placement matter? What tradeoffs appear when people and wildlife use the same landscape?

That is a real ecology conversation hiding inside a flying game.

Two Games, Two Different Questions

The best reason to use these games together is that they do not teach exactly the same thing.

Hoot & Hunt asks students to think about the relationship between a predator and its prey. Success depends on timing, movement, distance, and eventually darkness.

Up, Up, Owl! shifts the scale outward. Now the problem is not simply catching prey. The owl has to move through a landscape shaped by weather, vegetation, structures, roads, and a destination it needs to reach.

Put them together and you get two levels of ecology.

The first is the interaction between organisms.

The second is the interaction between an organism and its environment.

That gives teachers a natural progression from behavior to habitat, and from one hunting event to the larger landscape that makes hunting, nesting, and survival possible.

Make Students Compare the Games

After both games, put students in pairs and give them one question:

Which game is more about ecology?

Do not tell them that both are.

Make them argue.

One student may choose Hoot & Hunt because it shows predator-prey relationships. Another may choose Up, Up, Owl! because it includes habitat, weather, roads, and human influence.

Both positions can work if the student uses evidence.

Then add a second question:

What would you add to the other game to make its ecology more realistic?

Students might add energy limits to Hoot & Hunt. They might add prey availability to Up, Up, Owl! They may want changing weather, competition, hunger, cover, or different habitat types.

At that point, they are no longer simply describing a game.

They are identifying ecological variables.

That is the learning target.

Games Work Best When the Teacher Supplies the Pause Button

A video game can make a student pay attention to the difference between a moving target and a still one. It can make wind annoying. It can make a fence suddenly relevant. It can make the barn at the end of the route feel important.

What the game cannot do by itself is guarantee that the student turns those experiences into science.

That part still belongs to the teacher.

The useful moment often comes immediately after something goes wrong. The owl misses. The player hits an obstacle. The storm changes the flight. The target moves before the owl arrives.

Pause there and ask why. Ask what variable changed. Ask whether the same thing could matter to a real owl. Ask what the game simplifies. Ask what information is missing. Ask what students would have to observe outside the game before making the same claim about a wild animal.

That is how play turns into investigation.

One More Step: Connect the Game to Real Evidence

If you want to carry the lesson beyond the screen, connect Hoot & Hunt to an owl pellet investigation.

The game asks students to catch prey. A pellet lets them investigate what an owl actually ate.

Barn Owls swallow much of their prey whole and later regurgitate indigestible material such as fur and bones in pellets. Those remains can provide evidence about diet and prey communities.

Students can dissect a pellet, identify prey remains, and then return to the game with a new question:

Does the game represent the prey a barn owl is most likely to encounter?

That changes the relationship again. The game becomes a prediction. The pellet becomes evidence.

Students now have something to compare.

The Bigger Lesson

Students do not need another reason to stare at a screen. They need a reason to notice something while they are there.

Hoot & Hunt makes them notice that catching prey is a problem of movement, information, and timing. Up, Up, Owl! makes them notice that flying through habitat means dealing with physical obstacles, weather, human infrastructure, and the need to get somewhere useful.

Neither game is the ecosystem.

Neither is meant to be.

They are starting points.

The science begins when students stop playing long enough to ask why the owl missed, why the storm mattered, why the road was dangerous, why the barn mattered, and what a real owl would have to do differently.

That is the classroom value of a good wildlife game. It gives the question somewhere to begin.

Play the Games

Play Hoot & Hunt → Play Up, Up, Owl! →

Sources and Further Learning

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Our team is taking a quick break to rest our wings until October 31. Orders are still accepted. Worth the wait: order now at OBDK, shipping resumes Monday, November 2. Need it now? Shop our Amazon store for a limited selection of customer favorites that ship now. While the owls rest, explore SherlockBonesMystery.com and Kidwings.com, where visitors can dissect a free barn owl pellet, play games, and more.

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