Welcome to this guide for Learning through Games in Digital Literacy. The resources in this guide are intended to help teachers in any content area get ideas for integrating game play or gamification into their curriculum.
Currently, we use games in several units of Digital Literacy. Additionally, I plan to use the gamification idea of "badges" as a goal setting strategy for students' year-long learning and work on their Digital Portfolio. The portfolio is the tool students use to collect examples of their digital tools and citizenship work throughout all their 6th grade classes.
To learn more about gaming and gamification as a learning tool visit the pages on this wiki. Use the right navigation bar or the links below to visit each page. Descriptions of each wiki page:
About the the Author and Guide: This guide was designed and compiled by Barbara Peskin, Digital Literacy and Multimedia teacher at Concord Middle School, Concord, MA. I put together this guide as an assignment for the Framingham State University online course: Learning Through Games, taught by Clair Waterbury. Before this course, I had used some games in my curriculum. Examples are Jeapordy, Digital Compass, Scratch, ActivInspire style games with containers. Through this course, however, I have seen how games and gamification can be motivators that can be integrated throughout curriculum. Games and gamification are positive ways to engage and motivate students. Games and game playing provide a familiar structure for collaboration, critical thinking and positive, motivating competition. I am glad to have this guide as a collection of tools and resources I developed and was exposed to during the course.
Currently, we use games in several units of Digital Literacy. Additionally, I plan to use the gamification idea of "badges" as a goal setting strategy for students' year-long learning and work on their Digital Portfolio. The portfolio is the tool students use to collect examples of their digital tools and citizenship work throughout all their 6th grade classes.
To learn more about gaming and gamification as a learning tool visit the pages on this wiki. Use the right navigation bar or the links below to visit each page. Descriptions of each wiki page:
1. Introduction to the Guide (this page)
2. Games in Education - thoughts on Games in Education and their place; resources for Games in Education (videos, quotes from articles, etc.)
3. Finding Games and Games for Digital Literacy - a brief summary of best practices for finding games to use in the classroom and game examples.
4. Curriculum Integration - Lesson/curriculum integration plans.
Assessment resources and ideas
5. Resources - Resources for this guide.
About the the Author and Guide:
This guide was designed and compiled by Barbara Peskin, Digital Literacy and Multimedia teacher at Concord Middle School, Concord, MA.
I put together this guide as an assignment for the Framingham State University online course: Learning Through Games, taught by Clair Waterbury. Before this course, I had used some games in my curriculum. Examples are Jeapordy, Digital Compass, Scratch, ActivInspire style games with containers. Through this course, however, I have seen how games and gamification can be motivators that can be integrated throughout curriculum. Games and gamification are positive ways to engage and motivate students. Games and game playing provide a familiar structure for collaboration, critical thinking and positive, motivating competition. I am glad to have this guide as a collection of tools and resources I developed and was exposed to during the course.