During the fall semester, our instruction program came up with a few creative ways to integrate gaming strategies (the APA Stump the Expert session is one example). But more than focus be creative in the classroom, gaming strategies shaped the way we talked about classroom instruction. Regardless of what class we met about, or what assignment we brainstormed on, the strategies below always factored into our instruction design.
Educational Strategies Present in Videogames
Identified by the Federation of American Scientists
Summit on Educational Games, 2006
1. Clear learning goals
2. Practice opportunities
3. Monitor progress, provide continual feedback
4. Move player to higher challenges
5. Encourage inquiry and questions
6. Contextual bridging
7. Time on task
8. Motivation
9. Scaffolding
10. Personalization
11. Infinitely patient medium
http://www.fas.org/gamesummit/Resources/Summit%20on%20Educational%20Games.pdf
As the Spring 2008 semester begins at colleges and universities around the country, I encourage everyone reading to keep these teaching strategies in mind when creating instruction sessions. The list is simple, and while not as detailed as Gee’s work or the analysis of others, it’s a place to start.
For librarians wanting to try these, but face reluctance and skepticism over “video games” – shhh – don’t tell anyone this are video game strategies. Remember games work because all of these strategies are going on during gameplay. Do not limit instruction design to only one or two of these. Apply the strategies together.
For those interested in getting started, do not force the fun. Creativity will come.
No comments:
Post a Comment