ICTI-280 Game-Based Learning 1: Using Digital Games in the K-12 Classroom

About this course

Looking for ways to engage and motivate today’s learners? Current research reveals that close to 91% of learners play video games, and that number is on the rise. Implementing game-based learning (GBL) opportunities in the classroom provides students with the ability to deepen their knowledge of identified learning objectives through play. In this course, participants will learn more about game-based learning pedagogy and how to select, test, and effectively utilize digital game-based learning resources.

In this course, you will learn to define game-based learning and related terminologies, develop strategies for applying game-based learning pedagogy in the classroom, explore and evaluate available digital game-based learning tools and resources, and create lesson plans incorporating game-based learning objectives.

 

What will I learn in this course?

Week 1: Defining Game-Based Learning

More than a buzzword, game-based learning is the research-based practice of utilizing gameplay in order to teach a wide range of subject-area content standards. In this first module, you will learn to describe the similarities and differences between games, gamification, and game-based learning and create a resource to help teach this terminology to other stakeholders.

Week 2: Playing to Learn

There is no question that game-based learning is an engaging and interactive way to learn, but before implementing GBL in the classroom it is important to consider best practice in regards to implementation and impacts to student learning. In this module, you will investigate some the of the benefits to game-based learning as well as take the first steps towards effectively leveraging games as learning tools in the K-12 classroom.

Week 3: Explore and Analyze Educational Games

Excited to implement game-based learning in your classroom but not sure where to begin? One of the best ways to begin the shift to implementing game-based learning in the classroom is to take advantage of the wealth of resources available online. But before utilizing a new game, it is critical for teachers to learn to evaluate apps and other digital learning tools. In this module, you will explore some of the game-based learning resources available, including repositories of existing games and strategies for learning, to evaluate these types of resources before implementing them.

Week 4: Integrate Game-Based Learning in the Classroom

Ready to integrate game-based learning into your classroom instruction? In this final module, you will investigate the steps to designing and successfully implementing a game in your classroom as well as explore some of the tools and resources available for creating your own digital learning games. To synthesize learning, you will reflect on learning and share out a game-based learning lesson plan for your subject area and grade level.

Why choose iTeach online courses?

  • Courses are delivered completely online, self-paced, and facilitated by an expert in the field.
  • Receive individualized feedback from your instructor.
  • Courses are equivalent to twenty professional development contact hours.
  • Work through each module at your own pace.
  • Register on an open-enrollment basis. No application or prerequisites required.
  • Receive a course completion certificate and digital badge after successfully completing the course. Use your badge to showcase your expertise and skill set on social media profiles, your email signature block, or electronic copies of a résumé.
  • All iTeach courses are designed to help educators and administrators more successfully integrate technology into teaching and learning.

FORMAT: Facilitated online course. Work each weekly module at your own pace.

COST: $120 per participant with discounts for larger groups.

SCHEDULE: This course can be scheduled for groups from the same school or district. It is not available for individual registration. The course is equivalent to 20 contact hours. Email TIM@fcit.us for group scheduling, volume discounts, or other questions.

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