Hello there!
I summarize Chapter 4 of the book “Making School a Game Worth Playing: Digital Games in the Classroom (2014)” in this post.
This paper suggested the entire process to design a class using a game based on four steps.
1. Designing Curriculum
The first step is to determine the objective and concept of the class. All of the later processes build upon what an instructor decided here.
2. Finding the right game and the right delivery method
There are various tools to use a game in a class. The instructor has to search for possible candidates of the game which align with the objective and concept of the class. At the same time, he needs to consider how to distribute the game during the class. Below is the summary of each delivery method.
- Browser-Based Digital Games
- Cheap, abundant, and easily integrated into learning
- Can search through a search engine such as Google and Yahoo
- Personal Computer (PC) Games
- Not as popular as in the past
- But still one of the most prevalent forms of games
- Console Games
- Costly
- Have high-quality storylines, tremendous graphics, immersive gameplay, and realistic scenario-based challenges
- Instructional strategies used with the console games are crucial to prevent the game from becoming a novelty or time waster
- Mobile Devices
- Getting more and more popular
- Abundant free game titles
- Can be used to promote collaboration among the class
- Need to think how to overcome potential obstacles such as cyberbullying, cheating, plagiarism, and distraction
- Portable Game Consoles
- Cheaper than game consoles, desktop computers, and tables
- Provide students with hands-on learning
3. Piloting Gameplay
Before the game is used in the class, it is important for the instructor to examine whether the game aligns with the objective and concept of the class. For this, asking below questions is a good way to provide justification and verification from multiple perspectives.
- Will the learning goals be addressed during gameplay?
- Is the game age appropriate?
- Is the game free of cultural bias or controversial content?
- Will students be able to learn how to play “on the fly” or with little instruction?
- What instructional event will come before the gameplay?
- What instructional event will come afterwards?
Once the instructor decided one game to use, it is essential for the instructor to consult colleagues for input. After the instructor and colleagues has agreed with that the game is align with the objective and concept of the class, do a small field test with students from outside of the coursework to examine if a large-scale integration is feasible.