Aligning Outcomes, Assessments and Activities
The ultimate goal for each of the groups that will be forged in this blended learning project is to produce an impactful and educational interactive experience while also helping establish their ability to work together as a team to produce something they will be proud of the rest of their lives. If successful, I will reiterate the project yearly and continue to refine it after group reflections. My Big Hairy Audacious Goal(BHAG) for this project will be to have all the games that these students create be shared and promoted to impact a MUCH larger audience by training the players about growth mindset and neuroplasticity. If enough people play the game and take the lessons within seriously then maybe the world will be a step closer to learning how to learn.
My "3-Column-Table"(ya it's got 5 I know)
(its actually 5 columns for me because I gave the categories and definitions their own column :-)
Significant Learning Categories | Definition | Outcomes/Goals | Activitie(s): | Assessment(s) |
---|---|---|---|---|
Foundational Knowledge: | Recall and demonstrate understanding of information and ideas | Students will gain fundamentel knowledge of interaction design, growth mindest and neuroplasticity. | Before multi-discipline groups can be formed . Each subject's teacher will introduce the blended project outline and presentation separately to their own students in their own classroom. Each subject will research their area specific to the projec so they already feel strong in their subject before joining a group. | quizzes for assessment on intial students. |
Application: | Demonstrate skils. Engage in critical, practical and creative thinking. | Learners will be able to analyze and communicate what details need to take place prior to production, what occurs during production & what processes happen during post production. | -review the assigned and related course resources/research and start building the interactive learning experience | rough draft /design document with group. Discussion post with sketches and the design document describing the basic plan for the final experience. |
Integration: | Perceive connections between ideas, experiences, disciplines and realms of life. | Learners will be able to articulate and justify basic GameDesign techniques used in the Unity Game Engine | Review the assigned and related resources and continue buiilding the interactive project | Grey box blockout discussion posts |
Human Dimension & Caring: | Gaining a new understanding of themselves and others. Acquire new interests, feeling or values about what they are learning. | Lab groups will reflect on what helped them complete their project while working together. | Publish the finished interactive experience. | Discussion Post with published game build link. |
Learning How to Learn | Learning about the process of their particular learning and learning in general. | Participants will understand the basic concepts of adopting their own growth mindset with the help of understanding the concepts of neuroplasticity. This will build a strong foundation for them owning their power to learn how to learn. | Play test and publish for bug fixes and integral repairs. Otherwise publish and share. | Upgraded Discussion Post with published game build link. |
Learning Environment & Situational Factors
Questions for Formulating Significant Learning Goals
How Will the Course Outcomes Planning Process and 5 Column Table Influence or Impact my Innovation Plan?
The 3-column table(5-column in my case) assists in specifying details to achieve goals. context, assessments, direction, knowledge foundations, and learning objectives to break down the big picture into actionable steps. Having these thoughts outlined, specifically into an aligned table(The GRID) makes the plan more concrete and achievable.
The project outcomes provide a set of goals and expectations that can shape our gamified blended learning project innovation plan. Objectives like building critical thinking skills, creativity, and real-world teamwork align with our intention of creating an immersive educational game. Focusing on these goals will ensure the project effectively enhances relevant skills. The planning process offers structure for turning ideas into reality. Steps like identifying resources, considering obstacles, and timing will reveal needs when implementing the plan.
In summary, connecting the innovation plan in course goals and strategically planned logistics significantly increases chances for the experience to be successful. The course goals delineate the intended learning outcomes for students, while the planning process maps out the steps to achieve those goals through the project. The 5-column table helps fill in the journey's details. Integrating these components into the 3D game empowers students with hands-on career-building skills. The vision, roadmap, and specifics come together to inform a focused, comprehensive plan..
Project Summary / Rationale
This collaborative project fosters creativity by bringing together Game Design, English, and Science students. Groups of six will be formed with members from each of the 3 different classes.. With regular in-class and outside-of-class group meetings, we'll utilize the Game-Design Computer lab, a Science lab, and a English writing classes to create a collaboration to then create an immersive learning environment.
The goal is developing a short 3D educational game about neuroplasticity and growth mindset. Through convergent and divergent thinking, students will mirror real interdisciplinary teamwork and production habits. This active learning will strengthen analysis, communication, technical skills, and problem-solving abilities.
While from diverse backgrounds, these motivated learners and teachers will share a drive to create. My fellow teachers and I enthusiastically guide hands-on learning, lending our expertise in game design, narrative writing, biology concepts, and more. I hope to nurture teamwork, creativity, and appreciating different perspectives.
Personal growth is nurtured as well. Students will identify strengths/weaknesses, practice constructive feedback, and set collaborative goals. We'll instill passion, insight, persistence and connecting ideas (Godin, 2012). Cross-disciplinary collaboration mirrors real-world teams.
Foundational knowledge will come from mastering terminology, techniques, and principles in game design, writing, neuroscience, and growth mindset. By actively acquiring through creating, students will retain information longer (Fink, 2005). Connecting disciplines will empower adaptable learning and problem-solving.
This project empowers students to tap their potential. Creating a 3D game, instead of passively consuming information, allows them to see connections and encode broader contexts which makes them a more adaptable, efficient, effective learner and problem solver (Harapnuik, 2015). This comprehensive experience boosts career skills and adaptability beyond the classroom.
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