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End Game: Passing It On

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A Guide to Designing Curricular Games

Part of the book series: Advances in Game-Based Learning ((AGBL))

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Abstract

This chapter explores the potential, or “transformational possibilities” (Digital games and learning, Continuum, London, 2011), of game-based teaching and what scaling it up might mean for education. It revisits the themes of the first chapter such as teaching for transfer and developing novice thinking into expert thinking in order to encourage readers to think about what happens beyond their curricular game. It also encourages readers to mentor other teachers to help them develop their own curricular games. Finally, it concludes by proposing that game-based teaching can radically alter the path of education by transforming teaching and learning in a way that brings a new approach to thinking in the twenty-first century by exploring what it means to take a gaming stance.

In theory, there is no difference between theory and practice, but in practice there is.

-Attributed to multiple people including Yogi Berra, Karl Marx, and computer scientist Jan L. A. van de Snepscheut

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Suggested Reading: Non-Fiction

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Author information

Authors and Affiliations

Authors

Appendix

Appendix

Suggested Mentoring Quest Rubric

Criteria

“Wow! I mean, I think this might work.” (3)

“Hmm, this might be acceptable.” (2)

“I need more convincing.” (1)

“Go back to the drawing board.” (0)

Tailored to teacher

Teacher pushed just beyond level of tech use with appropriate scaffolding

Adjusted to teacher’s level of tech use

Teacher’s level of tech use identified

No mention of teacher characteristics

Tailored to content area

Interdisciplinary connections explored

Discussion capitalizes on synergy created when games and content area integrated

Discussion of how games fit or do not fit with content area

No mention of content area

Tailored to students

Discuss adaptations for potential future students including ELLs and special ed students

Range of students in particular class taken into account

Twenty-first-century learners’ needs taken into account

No mention of students

Tailored to resources

Ways to capitalize on affordances and counter-constraints discussed

Affordances discussed

Constraints discussed

No mention of resources

Revision cycle

Discussion gets teacher to think of ideas about how to use playtesting to revise game on his/her own

Discussion of how feedback will be used to revise game

Discussion of how feedback will be collected

No mention of revision cycle

Techie (1 extra point)

Post a comment on an article or blog post about game-based teaching (provide link)

Tech Savvy (2 extra points)

Post a description of how you used game-based teaching on a blog, listserv, or other online space that is either public or frequented by teachers (provide link)

Tech Guru (3 extra points)

Use of screencasting tools to share examples of your curricular game with others

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Kellinger, J.J. (2017). End Game: Passing It On. In: A Guide to Designing Curricular Games. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-42393-7_9

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  • DOI: https://doi.org/10.1007/978-3-319-42393-7_9

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-42392-0

  • Online ISBN: 978-3-319-42393-7

  • eBook Packages: EducationEducation (R0)

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