Difference between revisions of "Amy's Portfolio Page"

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There are an average of 145,000,000 video game players in the United States today.  51,000,000 of them are ages 5-18 and still attend school.  In a world that is commonly being referred to as the 'digital age' it would make sense that we, as teachers, should tap into a valuable resource for engaging and motivating our students; something that is becomming more difficult with each new year.  This resource is educational gaming, formally known as edutainment.
 
There are an average of 145,000,000 video game players in the United States today.  51,000,000 of them are ages 5-18 and still attend school.  In a world that is commonly being referred to as the 'digital age' it would make sense that we, as teachers, should tap into a valuable resource for engaging and motivating our students; something that is becomming more difficult with each new year.  This resource is educational gaming, formally known as edutainment.
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Using games as a classroom resource is often overlooked and many times even avoided.  Educational games are frequently seen as a waste of time and viewed as not providing or practicing valuable skills.
  
 
== Instructional Solution ==
 
== Instructional Solution ==

Revision as of 18:08, 23 March 2009

Amy's Portfolio Page

Return to Amy Fleury


Needs Analysis

Instructional Problem

Introduction

There are an average of 145,000,000 video game players in the United States today. 51,000,000 of them are ages 5-18 and still attend school. In a world that is commonly being referred to as the 'digital age' it would make sense that we, as teachers, should tap into a valuable resource for engaging and motivating our students; something that is becomming more difficult with each new year. This resource is educational gaming, formally known as edutainment.

Using games as a classroom resource is often overlooked and many times even avoided. Educational games are frequently seen as a waste of time and viewed as not providing or practicing valuable skills.

Instructional Solution

It is my intent, through this mini-course, to inform teachers (both current and pre-istructional) of the validity and the value of using instructional gaming in the classroom. I intend to break down the individual components of games and show how they are built on design priciples and how these priciples relate to the learning and performance objectives in the classroom.

I will provide examples of educational games as well as proof that games are a underappreciated resource in education and how to rectify this.

Goals

1) Provide background research on the validity of using educational gaming

2) Provide a list of resources of games that can be used

3) Provide a sample lesson plan on how to properly implement educational games

Performance Objectives

After reviewing this mini-course, learners will be able to....

1) Discuss how and why educational gaming is a valid resource to be used in the classroom

2) Create lesson plans that draw upon the use of an educational game to achieve performance objectives


Resources

Educational Gaming--From Edutainment to Bona Fide 21st-Century Teaching Tool. By: Etuk, Ntiedo, MultiMedia & Internet@Schools, 15464636, Nov/Dec2008, Vol. 15, Issue 6

Electronic Education Report, 11/16/2007, Vol. 14 Issue 22, p1-3, 3p