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GAME-BASED LEARNING: For All Grades & Subjects

Education

It was Plato who said "Do not, my friend, keep children to their studies by compulsion, but by play." Game-Based Learning is a hot topic. Research shows that highly engaged learners absorb information more effectively.  But can games, video games, and simulations truly aid students’ learning? Game-Based Learning helps us move closer to total immersive learning.  Educators can capitalize on the benefits of using games to stimulate learning and the development of skills, by including GBL into their classrooms.  This course presents the theory and practice of GBL, which combines authentic, real-world learning in flexible and varied ways.  At the end of this course you will have created 1-3 games you can use in your classes the very next day.

This course is appropriate for educators and staff development trainers at all levels, K-12, and can be use for pay increment or toward their required professional development.  Text may be available from Amazon.com, or local libraries.  

 

We advise you to review and download a summary of the course syllabus before registering. Summary


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  • ISBN# 1433126702 by Patrizia Marrero Peter Lang Publishing Inc.

    This book is a field guide on how to implement game-based learning and «gamification» techniques to the everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about Learning and Literacy); Henry Jenkins (Provost Professor at University of Southern California); Katie Salen (Founder, Institute of Play); Bernie DeKoven (Author, A Playful Path); Richard Bartle (Bartle’s Player Type Theory); Kurt Squire (Games + Learning + Society Center); Jessica Millstone (Joan Ganz Cooney Center), Dan White (Filament Games); Erin Hoffman (GlassLab Games); Jesse Schell (Schell Games/Professor at Carnegie Mellon); Tracy Fullerton (University of Southern California Game Innovation Lab); Alan Gershenfeld (E-Line Media); Noah Falstein (Chief Game Designer, Google); Valerie Shute (Professor at Florida State University); Lee Sheldon (Author, The Multiplayer Classroom); Robert J. Torres (Bill & Melinda Gates Foundation), Asi Burak (President, Games for Change); Toby Rowland (MangaHigh); Jocelyn Leavitt (Hopscotch); Krishna Vedati (Tynker); and researchers at BrainPOP and designers from Electric Funstuff (Mission U.S. games). Each chapter concludes with practical lesson plan ideas, games to play (both digital and tabletop), and links to research further. Much of the book draws on the author’s experiences implementing games with his middle school students. Regardless of your teaching discipline or grade level, whether you are a pre-service teacher or veteran educator, this book will engage and reinvigorate the way you teach and how your students learn!

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MATERIALS FEE

Text prices varies from $16 to $99 based on the book you purchase.

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Course No. ED461w, ED561w

Tuition $120 – $210

Quarter Credits 3

This course is open to teachers Nation Wide who will be attending ANY Academic Camp or Professional Development Workshop of their choosing at anytime throughout the year. Some examples of these types of camps and/or workshops are Math Camp, Science Camp, Language Arts Camp, PLC Workshop, Instructional Workshop, TAH Workshop, Gilder- Lehrman Workshop, NEH Workshop, etc.
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