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Learners will integrate game-based learning into their instruction. Competencies garnered from training can be viable across curriculum areas regardless of content disciplines. Learners are asked to approach this training paying attention to switch between the two lens of view: first, their respective content discipline (what will work best?); and second, integrating into their personal practice (what can you integrate?).
Learners will integrate game-based learning into their instruction. Competencies garnered from training can be viable across curriculum areas regardless of content disciplines. Learners are asked to approach this training paying attention to switch between the two lens of view: first, their respective content discipline (what will work best?); and second, integrating into their personal practice (what can you integrate?).
Learners will integrate game-based learning into their instruction. Competencies garnered from training can be viable across curriculum areas regardless of content disciplines. Learners are asked to approach this training paying attention to switch between the two lens of view: first, their respective content discipline (what will work best?); and second, integrating into their personal practice (what can you integrate?).
Title of Unit Games and Gamification Grade Level Adult/College
Curriculum Area Technology, discipline specific themes Time Frame 1 hour module Developed By Megan Morris Identify Desired Results (Stage 1) Broad Aras of Learning How are the BAL incorporated into this unit? Learners will integrate game-based learning into their instruction.
Cross curricular Competencies All competencies garnered from training can be viable across curriculum areas regardless of content disciplines with the identification of various resources for instructional purposes. Learners are asked to approach this training paying attention to switch between the two lens of view: first, your respective content discipline (what will work best?); and second, integrating into your personal practice (what can you integrate?).
Learning Outcomes What relevant goals will this unit address? Integration of game-based learning into their teaching practice.
Content Standards 1. Georgia Professional Standards Commission (GaPSC) educator preparation program rule 505-3-.01 (Effective May 1, 2014)
2. International Society for Technology in Education (ISTE) for Teachers (formerly the NETS standards) NETS-T 2009.1 Facilitate and inspire student learning and creativity NETS-T 2009.2 Design and develop digital age learning experiences and assessments NETS-T 2009.3 Model digital age work and learning NETS-T 2009.4 Promote and model digital citizenship and responsibility NETS-T 2009.5 Engage in professional growth and leadership
Understandings Essential Questions Overarching Understanding Overarching Topical Technological Content Pedagogical Knowledge (TPACK) Gaming platforms are available to enrich learning in educator preparation programs/teaching practice Introductory knowledge of terminology: game-based learning, gamification of curriculum, and educational gaming Strategies can be applied to various/cross-curricular disciplines Integration can occur in a various of formats (face-to-face, hybrid, online) Available learning analytics (statistical and assessment data) may reveal patterns that enable differentiated instruction opportunities
How can I use game theory to make decisions about meeting educational standards? What knowledge and skills are needed for technology pedagogical integration content knowledge (TPACK) proficiency? What is different between game- based learning, gamification of curriculum, and educational gaming? What makes gaming an effective learning tool?
What are essential game elements? How does game theory fit into my content/discipline? Which gaming platforms best enhance learning in my discipline? How do I implement game-based learning in my instructional practice? Which aspects of gaming contribute towards assessing my students learning? Related Misconceptions Terminology/Definitions Difficult to create/integrate opportunities Gaming integration is disruptive Learners are engaged/interacting but fail to learn Array of gaming platforms available
Knowledge Students will know Skills Students will be able to How to review, interpret, and present images, graphs, pictures, models, as well as audio and video transmissions How to use interpersonal skills to actively participate and interact How to deliver various instructional strategies/methods How to use basic design principles to effectively enhance instruction How to revise lessons to support candidate technology usage/modeling How to model TPACK opportunities How to generally operate basic technology tools and applications How to transfer information from different technology applications to prepare and present instruction How to identify valid resource materials How technology tools can be embedded into a variety of formats How to determine the best elements for their content field How to create instructional lessons appropriate for various learning delivery formats (face-to-face/hybrid/online) How to distinguish between the purposes of various gaming platforms How to communicate information to diverse audiences
Construct meaningful connections to prior knowledge List gaming elements that enrich learning Articulate a rationale for game-based learning of the curriculum Incorporate elements of game-based learning into instruction Extend their understanding through the use of examples/applications Compare/Contrast different gaming platforms Locate educationally relevant and content appropriate resources Create original works using game-based learning instructional strategies Utilize game-based learning principles to convey information and ideas, communicate and collaborate at all levels from interpersonal to global Implement game-based learning into various learning delivery formats (face- to-face/hybrid/online) Model appropriate TPACK competencies Evaluate game-based learning integration
Assessment Evidence (Stage 2) Performance Task Description Through what authentic performance task will students demonstrate the desired understandings, knowledge, and skills? (Describe the learning activity and performance task scenario below) By what criteria will performance of understandings be judged? (GRASPS elements of performance task) G Goal What should students accomplish by completing this task?
G: Develop foundation for faculty to model appropriate technology integration aligned to TPACK framework with game-based elements R: Producer/Active creation A: Higher education faculty in College of Education of various content disciplines S: The professional development training will include a series of embedded formative assessments requiring various levels of engagement with the content, peers, and the instructor. The engagement will be in the form of experiences that promote learner construction of understandings of the fundamental nature, function and scope of technological pedagogical content knowledge (TPACK). These experiences will require learning of the content, application of learning/implementation, and reflection for continuous improvement. The module will have a rubric to assess the performance task evaluating the impact on student learning. The participants completing the professional development training will complete various technology based instructional activities that demonstrate successful integration strategies embedding one or more forms of technology into their regular teaching practice. There will be a culminating summative technology assessment at the conclusion of training where their game-based lesson and technology proficiencies are to be demonstrated. P: Create educationally relevant original game to support learning S: Rubric
R Role What role (perspective) will your students be taking? A Audience Who is the relevant audience? S Situation The context or challenge provided to the student. P Product Performance What productivity/ performance will the student create? S Standards & Criteria for Success Create the rubric for the performance task Other Evidence Student Self-Assessment How will students reflect upon or self-assess their learning? Formative: Individual and group responses during training activities Peer-to-peer feedback/discussion Redirection/Reinstruction as deemed necessary individually or group format.
Summative, self-reflection: Learners will reflect using a Critical Incident Questionnaire (Brookfield, 2006) Learning Plan (Stage 3) What teaching and learning experiences will you use to: Achieve the desired results identified in Stage 1? equip students to complete the assessment tasks identified in Stage 2? Where are your students headed? Where have they been? How will you make sure the students know where they are going? What experiences do the learners bring to the unit? How have the interests of the learners been ascertained? Have the learners been part of pre-planning in any way? What individual needs do you anticipate will need to be addressed? Learning environment: Where can this learning best occur? How can the physical environment be arranged to enhanced learning? Each learner will have participated in the pre-planning stage by completing a faculty specific needs assessments designed to solicit information regarding overall current technology usage, specifically targeting what they use in preparing or delivering instruction, what they require for their learners, and what they want to learn to integrate. It is this data in conjunction with the 2014 K-12 Horizon report with other statewide test scores, along with a focus on game theory and game-based learning principles.
Learners will be higher education faculty with an interest in integrating technology into their respective content disciplines. Each participant will bring to the training a diversity of backgrounds, levels of technology proficiencies, and interests. The training will provide in the introduction module (start instructions), which outline direction of learning and expectations. Learners will know that a critical reflection posted to the online discussion board will be expected during each activity to help them translate new knowledge/skills into their regular practice ensuring the construction of meaningful connections to prior knowledge and formation of ideas for future lessons.
Learners will head towards an intermediate level of technology proficiency regarding creating game-based learning elements including instructional strategies/methods to embed technology into lesson plans. This direction will be reaffirmed to learners during each learning module.
Learning/Physical Environment: The will best occur in an environment that supports the ability for immediate application and completion of tasks. The physical environment is technology-rich with laptops, dual wall- mounted SMART boards, and an Elmo document camera arranged with 5 round tables in a star shape and 29 learners/chairs.
How will you engage students at the beginning of the unit? (motivational set) Learners will be engaged through a Socratic style of inquiry that elicit what students know about the topic prior to the visual and oral presentation of lesson materials. Learners will be asked to remain engaged by actively participating in instructional activities, including group work, peer-to-peer analysis, and summative self- reflection, where newly presented material is reinforced. Enthusiasm.
How will you cause students to reflect and rethink? How will you guide them in rehearsing, revising, and refining their work? The training format is designed for learners to engage with the content, apply the knowledge/skills learned, and evaluate how they will utilize the knowledge/skills in future lessons. Learners will be encouraged to construct and evaluate their own understanding.
How will you help students to exhibit and self- evaluate their growing skills, knowledge, and understanding throughout the unit? Learners will exhibit their advancing technological skills with opportunities to reflect, self-evaluate, and provide constructive suggestions to others on their work products throughout the unit.
How will you tailor and otherwise personalize the learning plan to optimize the engagement and effectiveness of ALL students, without compromising the goals of the unit? The content is built on needs identified by the faculty (audience) and research supported technology pedagogical assessment content knowledge (TPACK). How will you organize and sequence the learning activities to optimize the engagement and achievement of ALL students? The training is organized aligned to constructivism using a scaffolding practice, connecting content to prior knowledge, and expanding opportunities for learners to create meaningful connections. The learners will individually and collaboratively practice the sequence of steps to design a game-based learning segment. The interaction activities will encourage open dialogue, consensus building, and concept formation of educationally relevant, original works to develop and create the summative critical incident questionnaire reflection.
The training session is chunked into learning segments to maximize learning with various self-directed performance tasks. Learners are prompted to construct their own interpretations of various gaming platforms and identify how those constructed understandings will impact their personal instructional methods.
Each learning segment scaffolds from the more basic to more advanced in sequential format.
What events will help students experience and explore the big idea and questions in the unit? How will you equip them with needed skills and knowledge? Lesson Time Length Learning Segment Title Activities 1 20 minutes Introduction
Welcome Articulate understanding of training format Discuss prior knowledge Introduce topic Plan lesson requiring learners to model TPACK content learned 2 10 minutes Content Characterize the elements involved in game-based learning Differentiate between various types of game genres, platforms, and successful examples 3 20 minutes Discussion Identify strategies for integrating tools into practice Participate in group analysis activity Practice with various game platforms Design lesson requiring learners to model TPACK content learned Determine courses for embedded TPACK aligned game-based learning elements 4 2 weeks Application/Play time Final Analyze strategies to engage learners with game-based learning Create an innovative learning portfolio of technology strategies/methods Create culminating game using appropriate genre and platform Complete summative reflection/critical incident questionnaire Assess and Reflect (Stage 4) Considerations Comments Required Areas of Study: Is there alignment between outcomes, performance assessment and learning experiences? The learning experiences are designed to create alignment between goals/objectives, learning outcomes, and performance assessments. Adaptive Dimension: Have I made purposeful adjustments to the curriculum content (not outcomes), instructional practices, and/or the learning environment to meet the learning needs and diversities of all my students? The training session designed on and with 508 compliance using universal design guidelines (colors, fonts, contrast, etc.) keeping in mind those visually impaired using a screen reader to listen to content and is adaptive to adjust to serve those sited learners who may require larger fonts to view content.
Advanced learners are challenged to be creative when developing work products (e.g. prezi, podcast, digital story, etc.) and to expand on any additional resources they may be familiar with or research findings they may enhance the learning for peers. Struggling learners will be provided extended practice and additional customized learning resources to supplement instruction.
Instructional Approaches: Do I use a variety of teacher directed and student centered instructional approaches? All learning modules are student-centered/self-directed aligned with foundational principles of Knowles Andragogy (1988) and Kellers ARCS (1988) motivation model with an emphasis on work products being aligned to the Mishra & Koehler (2006) Technological Pedagogy Content Knowledge (TPACK) model.
Resource Based Learning: Do the students have access to various resources on an ongoing basis? A vast array of resources for game-based leaning is included with recommendation sthat learners should expand on any module with the provision of additional resources or research studies. This will challenge advanced learners to support their peers while also challenging the beginner-intermediate learners by stimulating self-directed learning.
Access to all course materials and resources can be viewed as frequently as necessary. Additional materials can be made available if necessary.
FNM/I Content and Perspectives/Gender Equity/Multicultural Education: Have I nurtured and promoted diversity while honoring each childs identity? Effort was taken to use gender-neutral language and avoid singling out any cultural bias. Content posted by learners will monitored to ensure learner diversity and privacy is respected.
From: Wiggins, Grant and J. Mc Tighe. (1998). Understanding by Design, Association for Supervision and Curriculum Development ISBN # 0-87120-313-8 (ppk)