Monday, July 31, 2006

The 'Game' plan

Things are moving along very quickly today as I prepare to move into the Computing Sciences building at the U of A. I've started looking at ways I can plan my video game. Prensky's sets out five priorities for teachers and trainers as they begin to build the tools they cannot find.
1. Motivation- I couldn't agree more, the game must be fun!
2. Reflection- This is where the game becomes more than just a skill and drill fact practicer. This is where students personalize their knowledge.
3. Individualization- Planning for the many choices and possibilities that students may seek out will be a challenge. I think my post on gender difference fits into this category. Prensky makes a point of asking "Are there alternatives for those who may choose not to play?"
4. Creation- I need to move on to chapter 15 to learn more about his idea of creation.
5. Content- This should be an educator's number one concern. Does it have a curriculum fit? I am paid by my school board to teach the curriculum. Content must be melded with motivation. So many of the edutainment games I have played with students have loads of content but are a complete snooze-fest! If I wanted my students to nap I would keep them in their desks and talk at them all day.


Raj said...

I know this is a little late Aaron, but look at "Theory of Fun" (Koster - and "Tipping Point" (Gladwell) as well to see what sorts of things you want to look at when designing a learning environment that is motivating and "sticky"

Mr.Ball said...

Thanks Raj. I'll look into those. The Theory of Fun looks good!