This has been a labor of love, but I am so glad to have this finished and ready to share at ALA next week. I will have the finalized hard copies on hand at the open gaming night and MIG events. After ALA, the document will be available for download from the Genesee Valley BOCES School Library System Gaming website.
Share knowledge and participate ethically and productively as members of our democratic society
- 3.1.1 & 3.1.2 Games are participatory pastimes that encourage learning communities through the sharing of concepts and strategies, collaboration amongst players and reflection on personal performance.
3.2 Dispositions in Action:
- 3.2.1 Play is powerful. It removes social barriers and provides a level of comfort that allows students to develop leadership skills and the confidence to present ideas to others.
- 3.2.3 In many cooperative games like Lord of the Rings, players can only succeed by working productively together through group discussion.
- 3.3.1 & 3.3.2 Success in modern games is not always limited to one set strategy. Settlers of Catan, and many other games, teach students to respect diverse perspectives and seek a variety of viewpoints.
- 3.3.5 When games are used in an educational context, they motivate students to participate in an exchange of ideas, often extending beyond the learning environment.
3.4 Self-Assessment Strategies:
- 3.4.1 Many games, such as Age of Empires III, have a set order of actions that are repeated over several rounds. This provides an opportunity for students to assess how well they are learning to play in order to revise strategies and learn more effectively in the future.
Pursue personal and aesthetic growth
- 4.1.1 The enjoyable nature of games encourages reading, viewing and listening for pleasure and personal growth.
- 4.1.5 Through the use of well developed themes, games can connect ideas to the interests of students and build upon their previous knowledge and experiences.
- 4.1.6 Snorta!, is an elementary level game memory and matching game that requires familiar information to be organized in a way that can be called upon easily and quickly.
- 4.1.7 Collectable card games, table-top miniatures and board games all have a fan base that uses online social networks to communicate strategies, share stories and pictures, facilitate meetings and connect with each other.