Module5DesigningInstructionandAssessingLearning

=Videogames and Simulations in the Classroom= =Module 5: Designing Instruction and Assessing Learning= In this final module we'll be taking everything from previous modules and designing actual lessons to integrate games into classrooms. As you've realized by now, there are aspects of video games and simulations that could serve as a very effective instructional partner in your effort to improve student learning. You've also probably realized that incorporating games/simulations takes more thought and preparation than having students just play randomly. Some of the difficulties in implementing games or simulations include time schedule, the physical setting of your classroom, your own background and comfort level with the genre, technical problems, class size, and priorities. Effective planning can help alleviate these barriers. Remember, there is no "one size fits all" way to bring games into your classroom, so think very carefully and plan very deliberately for how this would work for you. For a culminating activity to assess how much you've learned, you'll be designing lessons to use in an actual classroom. All lessons (Game-to-Classroom Map) will be collected and displayed on a website for future reference and sharing with other teachers.

Essential Questions:
How can you make a video game or simulation actually work in instruction? Can students' content knowledge of a subject improve (as measured by a standardized assessment) through use of a video game or simulation?

Reading Assignment:
Prensky, ch. 24 and 27, pp. 183-186 and 210-215

Activities:
We've been working at recognizing and mapping the relationships between game content/processes and standards. Now it's time to embed the game content/processes into the wider and deeper learning context. The Game-to-Classroom Map template is designed to help you with this. You will select a game or a variety of games and design six Game-to-Classroom maps. On the map, fill in the name of the video game or simulation and the name of the lesson you are creating. Next, fill in a brief description of the lesson. Add the targeted grade level(s) and your name as teacher. The "G" stands for good connections to curriculum. You'll want to revisit your Standards Matrices from Module 4 to detail these connections. The "A" stands for Abilities/understandings/resources needed. List here what is needed for this lesson: What background knowledge or skills do students need prior to start or during play? What resources are necessary to guide students through this? "M" Consider the time frame that would work in your classroom for this lesson. If you teach in a self-contained classroom, for example, you might spend an entire day on this lesson, integrating all content areas. Or, if you see students once per day for a content-area class, you may want to plan activities for one week. Also make sure and detail all parts of the lesson: how will you introduce the activity? What steps are involved? How will you debrief? Finally, the "E" is for Extending the Experience. How will you assess what students have learned? Where can you take the learning from here? Post to the appropriate forum on Online Discussion.

Journal Entry: final course reflection: What was the best thing about this class? What was the worst? What would you do differently as a learner if you were to take the class again? What would you do differently as an instructor if you were teaching the class?


 * = Module 1: Introduction ||= Module 2: Digital Game-Based Learning ||= Module 3: Let's Play! ||= Module 4: Anchoring Games to Standards ||= Module 5: Designing Instruction and Assessing Learning ||