How Games Can Be a Centerpiece for Student-Driven Learning
If—for the most part—phonics workbooks were abandoned in favor of whole-language approaches to reading, why are educational games still honing in on single concepts? Educational technology is often viewed as a tool to support learning, not the focal point of instruction. But games can be different. Games can be the centerpiece of a classroom. Much like studying a novel or analyzing a film, the systems in games can drive instruction around and about it.
In this edWebinar, Matthew Farber, Ed.D., social studies teacher and game-based learning author; and Steve Isaacs, video game design and development teacher, discussed how games can create a shared experience for students, much like a field trip. In their game-based learning classrooms, students study games and then have an opportunity to mod (modify, change) as well as to design their own. In this session, Matthew and Steve:
- Reviewed concrete examples of games across the curriculum, from humanities to STEM
- Shared free game-design tools and assessment strategies
Highlighted student choice and voice