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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References
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Fiction
Card, O. S. (1985). Ender’s game. New York: Tor Books. In the novel Ender’s Game, the main character is led to believe that he is playing a video game as practice for real warfare when, in fact, he is actually orchestrating his side’s spaceships. Because he believes he is playing a game (although it is debatable whether or not he is completely duped) as practice and not the real thing, he is willing to take a huge risk, one that pays off in the end.
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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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