EDUC
6810
Scott
Higgs
Final
Project
This project involves crafting
a class based on a collaborative project-based exploration of game narrative
creation for a role-playing game (RPG) as an art-based learning experience for
middle-school age students.
From
the teacher perspective, the class will be a space to explore strategies for
encouraging student involvement in the learning process
The
syllabus will be designed to take into consideration different learning styles
based on myriad factors including cultural affinity, temperament and levels of
technological and pedagogical acumen.
I
believe that computer-based games, educational or not, should be concerned with
narrative and art (the engines of immersion) than achieving a successful
outcome defined as a “win,” and that desired learning outcomes are the result
of being invited on a compelling journey.
Game Narrative Design & Composition
Classroom Architecture:
I intend to craft this course based on the architecture of my ideal iteration of s classroom for project-based learning.
Although students will not be restrained from bringing their own individual technology tools to bear, the physical space will be centered around a primary CPU with a large (60”+) extended monitor or desktop.
The large monitor will be the theatrical focus of the classroom.
A different student will be assigned as “chief-engineer” (current working title) for each class-session. This role will be filled by each student designated on a rotating basis.
The role of chief-engineer is primarily one of data-entry.
This individual will be tasked with carrying out on-line research based on class participation in order to acclimate students to computer and internet use as research tools.
Questions based on class discussions (either resultant of small group discussions and brought in or general discussions).
Desks or workstations will be placed in a semi-circle around the primary computer station with a focus towards the large monitor.
During class-sessions or portions of class-sessions designated as “collaborative” the only powered-up technology allowed in the space will be the central computer.
Expected outcomes:
• To enhance student comprehension through team learning
• To develop cooperation skills
• To explore web-based research strategies that include:
• Boolean string research queries
• Locating resources and assessing their value and relevance
Strategy examples:
• Problem-based learning
• Small group discussions
• Class discussions
• The use of theater or role-playing
Assessment:
• Individual learning style testing
• Student portfolios and presentations designed to measure/gauge student understanding
• Standards-based assignments that require the students to apply their design, critical thinking and technological skills (including design and research—taking into account that some students will be stronger at at idea formulation and project management than design and implementation
• Clearly defined criteria (rubrics) designed for consistent, fair evaluations of student work; and opportunities feedback of teachers, peers, and outside experts.
Resources
Crystal, E. (n.d.). Library of Alexandria [Digital image]. Retrieved July 24, 2016, from http://www.crystalinks.com/libraryofalexandria.html
Crystal, E. (n.d.). Bobliotecha Alexandrian Entrance [Digital image]. Retrieved July 23, 2016, from http://www.crystalinks.com/libraryofalexandria.html
Crystal, E. (n.d.). Libraryalexandria [Papyrus]. Retrieved July 26, 2016, from http://www.crystalinks.com/libraryofalexandria.html
Farber, M. (2014). Gamify Your Classroom: A Field Guide to Game-Based Learning (C. Lankshear & M. Knobel, Eds.). S.l.: Peter Lang Publishing.
Jenkin, L. (1993). Dark ride and other plays. Los Angeles, Ca.: Sun & Moon Press.
MacLeod, Roy (2004). The Library of Alexandria: Centre of Learning in the Ancient World (2 ed.). I.B.Tauris. ISBN 978-1850435945.
Sadek, Samir. "The Great Library at Alexandria." Lambert Dolphin's Library. Egyptian Weekly, 12 Dec. 2003. Web. 24 July 2016.
Spolin, Viola. Theater Games for the Classroom: A Teacher's Handbook. Evanston, IL: Northwestern UP, 1986. Print.
4 Insightful Tips For Teaching a New Digital Arts Curriculum
https://www.theartofed.com/2015/06/10/4-insightful-tips-for-teaching-a-new-digital-arts-curriculum/
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