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|age= Primary, Secondary, cross curricular | |age= Primary, Secondary, cross curricular | ||
|content=Learning outcomes<br />The Practitioner Research Cycle<br />Course information<br />Course schedule<br />Getting started<br />Planning the use of digital games in your classroom<br />Supporting teaching and learning with digital games<br />Implementing your digital games project<br />Reflection, and evaluation and certification<br />References<br />Acknowledgements | |content=Learning outcomes<br />The Practitioner Research Cycle<br />Course information<br />Course schedule<br />Getting started<br />Planning the use of digital games in your classroom<br />Supporting teaching and learning with digital games<br />Implementing your digital games project<br />Reflection, and evaluation and certification<br />References<br />Acknowledgements | ||
|strategy= | |strategy= | ||
|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. | ||
|additional resources= | |additional resources= | ||