Below is the previously posted Fantasy Football lesson laid out using the GOM. I plan on running other lessons through the GOM as well and would appreciate any feedback or questions.
Fantasy Football GOM
- 1) Game Space
- Play: Fantasy football content and play is a recreation choice of about 18 million Americans (source: Fantasy Sports Trade Association, 2007)
- Exploration: Freedom of resource path and choice, not 1 right path source
- Challenge: Not clear answer for #3, no consensus of opinion
- Engagement: topic of invest, student directed outcome, inclusion of student voting
- Visualization Space
- Critical Thinking: ACRL outcomes
- Discovery: searching and collection of data
- Goal Formation: research question, #3 draft pick
- Goal Completion: voting on draft choice, reaching decision
- Competition: OT activity is organized, 2 min drill is informal, “who’s source is best?”
- Practice: 2 min drill is in class practice, discussion allows reflection on that practice
- Storyline: context of students making a draft choice in their own league
- Elements Space
- Fun: hopefully the content of entertainment is interesting and even fun
- Graphics: limited visual component, graphs through voting
- Sounds: no sounds incorporated, could use Fox Sports NFL and ESPN theme songs/intro music
- Technology: limited use, mainly computers and internet access to perform research
- Actors Space
- Drama: librarian created dram of “who to pick” limited role
- Interaction: student/librarian engagement, students interact with each other debating who is the best pick
- Gestures: librarian movement throughout classroom to assist in engagement and student classroom management
- Problem Space
- Communication
- Reading: content analysis of research/fantasy football findings
- Writing: recording of website, date, author, and player ranking
- Speaking: classroom discussion on findings, peer communication on ranking
- Literacy
- Visual: ability to read and understand charts and tables included in rankings
- Logical: ACRL outcomes
- Mathematical: season stat analysis to predict and judge performance
- Computational: averaging draft ranking to determine new value, weighted average of ranking based on source quality
- Memory
- Short-term: website evaluation
- Long-term: application of criteria and process to academic work
- Motor
- Manipulation: physical navigation of websites
- Reflex: no direct application
Source: Amory, A. (2007). Game object model version II: A theoretical framework for educational game development. Educational Technology Research and Development, 55(1):51-77.
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