Project
Proposal/Draft:
I
intend to craft a syllabus 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.
This
does not include ignoring currently recognized standards,
strategies and best practices.
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.
I
have signed up for a free trial of StoryboardThat, a digital
storytelling engine designed for narrative creation.
StoryboardThat
is not be the only tool planned for use but it will be the
base-level digital tool around which the class will be designed.
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:
- Individual learning style testing
- problem-based learning
- small group discussions
- class discussions
- the use of theater or role-playing
- the use of concept maps
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.



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