Discussion Post Innovation Project: Co-Creating Mind-Bending Games for Growth Mindset

Published on 20 June 2024 at 22:17

As an enthusiastic game design teacher, I'm thrilled to share my thoughts on my upcoming innovation project - a gamified blended learning experience where students will create their own games about neuroplasticity and growth mindset concepts.

Where am I in my innovation project?

I'm currently in the planning and preparation phase. I've outlined the core concepts and structure of the project, but there's still much to do before implementation.

What do I have left to complete?

  1. Finalize the curriculum, integrating game design principles with neuroplasticity and growth mindset concepts

  2. Develop the online component of the blended learning experience

  3. Create assessment rubrics and feedback mechanisms

  4. Secure necessary resources and potentially partner with experts in neuroscience and professional game designers

  5. Obtain approval from school administration and inform parents about the innovative approach

 

Analyzing the anticipated learning process:

What I think will work:

  1. The gamification aspect should boost student engagement and motivation

  2. Hands-on game creation will likely help students internalize complex concepts

  3. The blended format should allow for flexibility in learning styles and paces

What might be challenging:

  1. Balancing game design instruction with neuroscience content

  2. Ensuring all students have equal access to necessary technology

  3. Managing the potentially varying levels of prior knowledge in both game design and neuroscience

Lessons I hope to learn:

  1. Effective strategies for integrating complex scientific concepts into creative projects

  2. Best practices for implementing blended learning in a high school setting

  3. How gamification can impact student understanding and retention of academic concepts

Plans to promote and communicate the innovation project:

  1. Create a project blog to document the process and share updates with the education community

  2. Plan for a culminating event where students can showcase their games

  3. Prepare to present the project and its outcomes at educational conferences

Knowing what I know now, key things I'm considering:

  1. Starting with a pilot group before full implementation

  2. Building in more time for student reflection and metacognition throughout the process

  3. Incorporating peer feedback and collaboration from the early stages

How I plan to apply what I learn to future projects:

  1. Use data and feedback from this project to refine the approach for future iterations

  2. Explore applying similar gamified, blended learning strategies to other subject areas

  3. Develop a framework that other teachers can use to implement similar projects

This innovation project, while still in its planning stages, has the potential to create numerous "lollipop moments" as Drew Dudley describes(TED-Ed, 2013) . By empowering students to explore neuroplasticity and growth mindset through game design, I hope to spark creativity, foster personal growth, and potentially influence the trajectory of my students' learning experiences.

The project itself is an exercise in growth mindset and neuroplasticity. As a teacher, I'm stretching my own capabilities and embracing the challenge of creating this innovative learning experience. I'm excited about the potential ripple effects - how students might apply their learning to other areas of their lives, or how they might inspire others with their creations.

As I move forward with planning and eventually implementing this project, I'm committed to recognizing and cultivating those small, powerful moments of impact. Whether it's a student having an "aha!" moment about neuroplasticity while designing a game mechanic, or peers collaborating to overcome a design challenge, these are the instances that can fundamentally change how students view their own potential.

By redefining leadership through this lens, as Dudley suggests, I hope to not only teach game design and neuroscience concepts but also empower students to see themselves as capable of making a positive impact, both in this project and in their broader lives. This project isn't just about creating games; it's about creating catalysts for growth, understanding, and positive change.

References:

TED-Ed. (2013, September 19). Everyday leadership [Video]. YouTube. https://www.youtube.com/watch?v=uAy6EawKKME&t=371s

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