1. WHO
39 participants with expertise in
Educational Technology (8)
Language Arts Classroom (9)
Other Classroom Expertise (Art, Special Education, Video Production) (2)
Literacy/Librarians (3)
Games (3) + Students
Educational Leadership (5)
Students (9)
2. WHY
Participants are looking for ways to use game play and game design as a way to teach literacy skills to students. What type of tools are available that might promote creativity and innovation in our students while developing literacy skills and how can these tools be integrated in a classroom teacher's learning/teaching environment.
Participants want to come up the elements of viable instructional activities that could become of challenges that will be developed and delivered to students.
3. WHEN
4. WHERE
Swanton Elementary School Library, 24 Fourth Street, Swanton, Vermont
5. WHAT (Content)
Tools to create games or interactive fiction
Language arts concepts, skills
Game theory (design/play, game narrative, etc)
National Educational Technology Standards
21st C skills
SAMR/TPACK model to using technology to support learning
6. WHAT FOR- achievement based objectives
By the end of this hour, participants will
Experience game play (especially interactive fiction and games with strong game narrative components)
Define Interactive Fiction and Game Narrative
Examine examples of different types of interactive fiction and game narrative and name the elements present in each.
Brainstorm Language Arts curricular contents that have potential connections to game playing and game creation.
Name what do we want our students to be able to KNOW, UNDERSTAND, and DO that could be served by working with interactive fiction and game narrative.
Listen to educators and students discuss what kids are reading. What are the themes. Is there a connection to games and learning?
Identify what TPACK (technology, pedagogical, and content knowledge) we need to integrate games into language arts in a way that will make it successful and worthwhile for teachers AND students.
Examine the role assessment plays in the development and implementation of challenges.
Create a framework for building games based challenges that will be made available to classroom teachers as lesson plans to be used with whole group instruction or stand-alone online activities to be integrated in the language arts classroom.