Games Lab Activity

Artifact 

For your artifact for this lab, you will submit a paragraph reflection about the general possibilities for playful learning in your target lesson plan, building from your lab experiences, with specific directions in the HuskyCT Assignment. Some teachers start with simple ideas like playing a Jeopardy version of a fact-based lesson. If you have not done this, you could try it by creating a simple online Jeopardy board on your lesson plan topic. This is not high up on the SAMR framework (likely in that Augmentation area), but it might change the playfulness of a small part of a lesson. Through this module think about deeper connections and possibilities for infusing playful learning into your teaching and learning where appropriate.  

Lab Activities 

  • Connection of Computational Thinking to Playful Learning through Minecraft  
          • Whole Class Discussion of Lesson Plans and Games Designed with Learning Objectives and Non-Educational Games in the Classroom  
          • Esports, Streaming, and STEM Connections  
          • Conclusion with Exit Ticket on New Literacies then Released to Complete Artifact  

           Cross-Module Stretch Goal Questions: 

          • What ethical concerns arise with using games in class?  
          • How can you ensure all students access to the games you use in class (UDL)?  
          • What new reading and writing literacies are associated with using games to learn? 

          For next lab…

          Take thisExit Ticket Quick Quiz on New Literacies for transmedia reading and writing.