Researching and evaluating a digital game for the classroom
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About. Learning outcomes The Practitioner Research Cycle Course information Course schedule Getting started Planning the use of digital games in your classroom Supporting teaching and learning with digital games Implementing your digital games project Reflection, and evaluation and certification References Acknowledgements
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: Professional and reflective practitioner skills
Practical skills
Knowledge and understanding
Cognitive skills
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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:
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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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