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Games for learning: A
   Case Study


  Sol Senrick




    http://www.todaysmeet.com/Gamingwithsolli
Enduring
          understanding...

Gaming should be part of student learning through thoughtful
planning and pedagogy

Teachers practicing 21st century skills will be more proficient,
invested and comfortable in preparing students for them

Eq: How and why should teachers analyze and use digital games
teach content and skills?

Eq: How does one integrate gaming effectively pedagogically?
What do games do?
Why games?
                                                                                                   Teachers
                Students                                                                        (ISTE's NETS
                                                                                                  Standards)
       Increased Motivation

       Complex Understanding--21st
       century skills, content,                                                                 Inspire student learning
       concepts                                                                                 and creativity
       Reflective Learning:
       Immediate feedback/risk free                                                             Develop digital age
       failure
                                                                                                learning experiences
       Personalized learning
       experience
                                                                                                Model digital age work


Betrus, Anthony and Botturi, Luca. Principles of Playing Games for Learning. Playing Games in
                                                                                                Grow Professionaly
                                            School.
How games?

Anticipatory/hook

Skills and drills

Content/concepts/processes

Contextualize other learning

A whole unit!
21CS
 E.U.
                      Collaboration
E. Qs.
                    Creative thinking
                   Information fluency
                     Critical thinking
                 Complexity management




         GAMES
  ISTE
  Nets                        Content
Instructional Approach


Introduce/set context (start w/e.q., vocab,
explanation, objective)

Students play (student sharing, table groups,
guiding questions/reflection points, note taking)
Assessments

Online/face to face discussions (pairs/teams/class)

Quiz/test questions

Goal setting/attainment

Screen shots

Incorporated into a project
GBL Case Study--Civics
        unit
EUs, EQs, Standards: AERO stds

Summative Assessment: Design and share a
kid-friendly resource

Instructional/assessment strategies: games, note
taking charts, discussion posts, research groups,
project rubric
People's Pie
People's pie: Content/skills


Knowledge: government
departments, functions,
allocation of resources,
vocabulary

Skills: Evaluation, critical
thinking, cause/effect, creativity,
economic literacy, complexity
management
People's pie: Instructional approach




Intro/vocab

Play!

Partner sharing
People's pie: Assessment



Ning post

Class discussion

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Gbl presentation 1

  • 1. Games for learning: A Case Study Sol Senrick http://www.todaysmeet.com/Gamingwithsolli
  • 2. Enduring understanding... Gaming should be part of student learning through thoughtful planning and pedagogy Teachers practicing 21st century skills will be more proficient, invested and comfortable in preparing students for them Eq: How and why should teachers analyze and use digital games teach content and skills? Eq: How does one integrate gaming effectively pedagogically?
  • 4. Why games? Teachers Students (ISTE's NETS Standards) Increased Motivation Complex Understanding--21st century skills, content, Inspire student learning concepts and creativity Reflective Learning: Immediate feedback/risk free Develop digital age failure learning experiences Personalized learning experience Model digital age work Betrus, Anthony and Botturi, Luca. Principles of Playing Games for Learning. Playing Games in Grow Professionaly School.
  • 5. How games? Anticipatory/hook Skills and drills Content/concepts/processes Contextualize other learning A whole unit!
  • 6. 21CS E.U. Collaboration E. Qs. Creative thinking Information fluency Critical thinking Complexity management GAMES ISTE Nets Content
  • 7. Instructional Approach Introduce/set context (start w/e.q., vocab, explanation, objective) Students play (student sharing, table groups, guiding questions/reflection points, note taking)
  • 8. Assessments Online/face to face discussions (pairs/teams/class) Quiz/test questions Goal setting/attainment Screen shots Incorporated into a project
  • 9.
  • 10. GBL Case Study--Civics unit EUs, EQs, Standards: AERO stds Summative Assessment: Design and share a kid-friendly resource Instructional/assessment strategies: games, note taking charts, discussion posts, research groups, project rubric
  • 12. People's pie: Content/skills Knowledge: government departments, functions, allocation of resources, vocabulary Skills: Evaluation, critical thinking, cause/effect, creativity, economic literacy, complexity management
  • 13. People's pie: Instructional approach Intro/vocab Play! Partner sharing
  • 14. People's pie: Assessment Ning post Class discussion