The goal of the course is exploring and helping look at the games as instructional tools on top of being simply fun and a great way to engage students.
We will explore games, or interactive, game-like activities and will focus on ways to integrate them into curriculum.
There is a strong sense a) that games are fun, but frivolous amusement; b) that kids are hard to engage these days. We'll look at ways games can help find ways to solve or dissipate the two notions in a positive way.
Target audience:
  • teachers and educational technicians working in K-12, having some, little or no experience with interactive digital games.
Having experienced, reflected and designed an activity of their own, learners in this course will show the following outcomes:
  • learners will explore games available online; gather and share their resources;
  • examine examples of meaningful integration in curriculum;
  • try examples, and share observations and their experiences; discuss their value
  • create their own educational activities involving games, pertinent to their subject area, try them and share experiences and ideas.
Suggested readings:

Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter by Steven Johnson

Simulation Nation, from Edutopia (available online at http://www.edutopia.org/simulation-nation )

Let the games begin, from Edutopia (available online at http://www.edutopia.org/let-games-begin)

Last modified: Tuesday, 5 August 2014, 3:14 PM