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Needs Analysis
Instructional Problem
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.
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