Integrating Educational Video Games

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Return to: ETAP_623_Spring_2021_(Byrne) |Rawan Abdelaal's Portfolio Page

Topic and Purpose

This professional development mini-course aims to provide educators with the tools, skills, and resources needed to integrate and incorporate educational video games (EVGs)in their curriculum to enhance the students’ learning experience and promote better content comprehension, focusing on STEAM fields. Its aim is to introduce instructors to the potentials of educational video games and their applicability in the classroom, as well as it will provide instructors with Gee’s (2005) Learning Principles of a Good Educational Video Game to assist them in the selection of the appropriate video game to include in their curriculum. Additionally, through learning activities and instruction, the course will engage educators in understanding the use and value of educational video games.

Learner and Context

The learner of this course includes pre-service and in-service teachers, STEAM teachers as well as teachers from other field subjects. This course is mainly aimed at providing educators with a tool that will not only enhance their teaching experience, but also facilitate it by giving students creative outlets that will help them further comprehend content. The current percentage of in-service teachers who use gaming in their teaching is less than 50% (Ruggiero, 2013) for reasons such as lack of administrative support, openness and innovativeness, training on educational video games and experience, and this course is determined to change that idea.

Prerequisite Skills

  • Computer Literacy
  • Critical Reading Skills understanding types of EVGs
  • Digital Literacy
  • Comprehension skills to navigate selection of good EVGs

Supporting Prerequisites:

  • Openness and acceptance of video games use in an educational setting
  • Desire to create a motivating learning experience
  • Desire to enhance content presentation

Learning Units

Unit 1: Introduction to Game based Learning

Learning Objectives:

  • Define what is game-based learning
  • Define the benefits of game-based learning
  • Define Educational Video Games

Unit 2: Selecting Educational Video Games

Learning Objectives:

  • Define the criteria needed when selecting an educational video game
  • Understand Gee’s (2005) Learning Principles of Educational Video Games

Unit 3: Integrating Educational Video Games in the Classroom

Learning Objectives:

  • Understand when to implement educational video games in your own classroom
  • Understand why implementing educational video games is important
  • Understand how to implement educational video games

Unit 4: Exploring Educational Video Games

Learning Objectives:

  • Observe an example of an educational video game incorporated in a classroom
  • Learn about the resources of educational video games
  • Select an educational video game and provide an outline of how it will be incorporated in your own classroom