Researching and evaluating a digital game for the classroom: Difference between revisions
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|subject=Teacher Education | |subject=Teacher Education | ||
|resourcenumber=TE0040 | |resourcenumber=TE0040 | ||
|age= Primary Secondary | |age= Primary Secondary, cross curricular | ||
|content= | |content= | ||
|strategy= This course looks at how aspects of learning may be supported and enhanced through the use of digital games. Computer, digital or video digital games are increasingly being incorporated into teaching and learning as educational resources. The focus of this course is a project that you will carry out in your teaching and learning setting. | |strategy= This course looks at how aspects of learning may be supported and enhanced through the use of digital games. Computer, digital or video digital games are increasingly being incorporated into teaching and learning as educational resources. The focus of this course is a project that you will carry out in your teaching and learning setting. | ||
|Learning Objectives= At the completion of this course, students should be able to demonstrate the following outcomes: <br />'''Professional and reflective practitioner skills'''<br />* evaluate the relevance of introducing a digital game into their teaching and learning practice, <br />* critically reflect on other teachers’ use of digital games to inform their practice. <br />'''Practical skills'''<br />* identify opportunities for the use of digital games (playing, researching or designing) in their classroom or other setting, <br />* develop a plan and use a digital game to support teaching and learning within theirclassroom.<br />'''Knowledge and understanding'''<br />* demonstrate an understanding of the possible advantages of including digital games in their own setting, <br />* become familiar with current digital games research and their educational relevance, <br /> * become familiar with how other practitioners support learning with digital games in their contexts. <br />'''Cognitive skills'''<br />* analyse the role of digital games for their classroom, <br />evaluate and research the use of digital games for teaching and learning. | |Learning Objectives= At the completion of this course, students should be able to demonstrate the following outcomes: <br />'''Professional and reflective practitioner skills'''<br />* evaluate the relevance of introducing a digital game into their teaching and learning practice, <br />* critically reflect on other teachers’ use of digital games to inform their practice. <br />'''Practical skills'''<br />* identify opportunities for the use of digital games (playing, researching or designing) in their classroom or other setting, <br />* develop a plan and use a digital game to support teaching and learning within theirclassroom.<br />'''Knowledge and understanding'''<br />* demonstrate an understanding of the possible advantages of including digital games in their own setting, <br />* become familiar with current digital games research and their educational relevance, <br /> * become familiar with how other practitioners support learning with digital games in their contexts. <br />'''Cognitive skills'''<br />* analyse the role of digital games for their classroom, <br />evaluate and research the use of digital games for teaching and learning. | ||
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|useful information= | |useful information= | ||
|related resources=[[Introduction to games]], [[Making games, motivating learners KS2]], [[Using the game Spore to motivate learners KS3]] | |related resources=[[Introduction to games]], [[Making games, motivating learners KS2]], [[Using the game Spore to motivate learners KS3]] | ||
|other= | |other=Computer, digital or video digital games (referred to as ‘digital games’ in this course) are increasingly being incorporated into teaching and learning as educational resources or legitimate ‘texts’. Both teachers and researchers believe there are educational advantages for including digital games in the classroom:<br />• they are a ‘persuasive medium’, which may influence players’ thoughts and actions, <br />• they are popular and motivate players through game play alone or with others; this motivation could be used strategically to support pupils’ engagement with school-based learning tasks and objectives, <br />• they are ideal virtual learning environments (VLEs) where pupils practise skills through authentic situated learning, <br />• they can be played and explored as digital texts for consideration in ‘media literacy’ and can also be classed as ‘media objects’, <br />• they support the development of skills that are important for 21st century learners such as cooperation, teamwork and problem solving, in both offline and online environments. | ||
|format= | |format= | ||
|resources=http://www.vital.ac.uk/community/mod/oucontent/view.php?id=18147 Users must register with the VITAL website (free registration) before they can access the resource. | |resources=http://www.vital.ac.uk/community/mod/oucontent/view.php?id=18147 Users must register with the VITAL website (free registration) before they can access the resource. | ||
Revision as of 14:02, 6 June 2012
- Blog skills for subject specialists
- Copyright: keep it legal
- ESafety KS1
- Getting a buzz out of blogging
- ICT support in education (practitioner)
- Introduction to games
- Learning platforms all aboard
- Learning together developing wikis
- Learning together introducing wikis
- Making games and motivating learners KS2
- Multimedia skills and applications
- Researching and evaluating a digital game for the classroom
- Sharing ideas - developing wikis (primary)
- Sharing ideas introducing wikis
- The potential of technology
- Using the game Spore to motivate learners KS3
- Website development skills and applications
- Working with multimedia
- Wow them with wikipedia
- Writing using multimodal approaches KS1
- Writing using multimodal approaches KS3
Pedagogical content. This course looks at how aspects of learning may be supported and enhanced through the use of digital games(tool). Computer, digital or video digital games are increasingly being incorporated into teaching and learning as educational resources. The focus of this course is a project that you will carry out in your teaching and learning setting. (ICT(i)) (edit)
| Resource details | |
| Title | Researching and evaluating a digital game for the classroom |
| Topic | [[Topics/Games|Games]] |
| Teaching approach | [[Teaching Approaches/|]] |
| Learning Objectives | At the completion of this course, students should be able to demonstrate the following outcomes: |
| Subject | [[Resources/Teacher Education|Teacher Education]] |
| Age of students / grade | [[Resources/Secondary|Secondary]], [[Resources/Primary|Primary]], [[Resources/Higher|Higher]], [[Resources/Cross-curricular|Cross-curricular]]
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| Related ORBIT Wiki Resources | |
| Other (e.g. time frame) | Computer, digital or video digital games (referred to as ‘digital games’ in this course) are increasingly being incorporated into teaching and learning as educational resources or legitimate ‘texts’. Both teachers and researchers believe there are educational advantages for including digital games in the classroom: |
| Files and resources to view and download | http://www.vital.ac.uk/community/mod/oucontent/view.php?id=18147 Users must register with the VITAL website (free registration) before they can access the resource.
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