This blog post is also a self-guided quest on using game design lenses to make your current curriculum more contemporary. You, the reader, ultimately get to decide your destination and the impact that this will have on curriculum design, instruction, and assessment. We are going to lay out some thinking points, and you will get to apply them to your current curriculum. We invite you to share any “AHA!” moments that you have in the comments section, so we can collaboratively grow from each other’s ideas and expertise.
Note: You can also lead students through this process to help them think of ways to make products and/or presentations more engaging.
Quest Action One: Introduction
Quest Action Two: Analysis
Quest Action Three: Application
Note: Your response to these questions are just for you and you are not required to document your answers.
Quest Action Four: Extension
Your responses to these questions will be documented in the Comments section. Directions for this are at the end of this blog post.
The goal here is intentional thought about the impact that these game design lenses might have on your curriculum. This is not the same as Gamifying the curriculum, where science content is layered on top of Monopoly or Chutes and Ladders, or where video games might be used to improve content knowledge or motor skills. The is more along the lines of decisions we make about instruction and assessment, and in this case, those decisions include facets of what game designers consider to make their games more engaging, more addictive, and more exciting. We want those same things in curriculum design.
Please respond in the comments section to just the Questions in Quest Action Four. Be sure to comment on one or more of the other participants' responses.
This book study (July 2018) is for participants that signed up through Orleans Niagara BOCES online registration. If others wish to participate in this study, it will be offered again in the future. Please contact Mike using the contact link above for more information.