ISTE Standard 2: Design and Develop Digital-Age Learning Experiences and Assessments

ISTE Standard 2 states that teachers must design and develop digital-age learning experiences and assessments. Specifically, teachers should incorporate digital tools and resources to promote student learning and creativity, enable students to manage their own learning and assess their own progress, as well as address diverse learning styles.

This complex standard has many facets and implies that digital tools are necessary for all teachers and students to use. One potential issue with this standard is that not all schools can afford to provide such expensive tools for each classroom or student. For example, iPads, laptops, Kindles, and other technology tools are incredibly expensive. However, according to a 2010 survey conducted by Grunwald Associates LLC and PBS, “teachers spend 60% of their time using educational resources that were either free or that they paid for themselves” (p. 6). Despite the cost and lack of funding, teachers seem determined to provide as many technological resources as possible for their students.

60% of teachers use free resources or pay for resources themselves

60% of teachers use free resources or pay for resources themselves

I have always enjoyed games and remember playing The Oregon Trail and Math Blasters in elementary school during computer lab period. This made me curious about how game-based learning could satisfy ISTE Standard 2. According to the survey, 56% of teachers value web-based interactive games or activities for student use in school and 54% of teacher report using Web-based interactive games (PBS & Grunwald Associates LLC, 2010).

Teachers Value Many Types of Digital Resources

Teachers Value Many Types of Digital Resources

I found an article on edutopia that discusses ways to use games to enhance learning for upper elementary and middle school students. Game-based learning isn’t simply students playing games in your classroom for fun. Nor do games substitute for the teacher. Games can be a useful AND fun activity that helps students get engaged with learning and relating games to the real world and real life events.

According to Farber (2016), games can be a shared experience, similar to taking the class on a field trip. An example is the game Minecraft and how students learn the mechanics of the game in order to survive. This can be related to how pilgrims had to understand their new environments when settling in a new area. Next he discusses games as text where the student would make choices that affect and tell a story. These stories can then be related to historical events that are similar. Finally, Farber (2016) talks about games as models. For example, the board game Pandemic illustrates how disease can travel via networks all around the world, which relates to how disease spreads during plagues like the Black Plague.

This article led me to search for benefits of game-based learning. In addition to games providing a different learning tool for addressing different learning styles, games provide motivation and engagement for students. Peters (2016) asserts that games include rules, definite objectives, measurable goals and competition, and promote a sense of achievement for all participants. Students have goals that they try to accomplish and assess their progress over time. Games also provide immediate feedback for students about whether or not they made a good decision. Peters (2016) also discusses how games promote cognitive growth, digital literacy, and skills development such as hand-eye coordination, spatial skills, and fine motor skills.

Another colleague suggested using a whiteboard called a Promethean board for interactive “calendar time” each day in order to satisfy ISTE 2. This whiteboard would provide students with a collaborative way to discuss the date and weather, as well as talk about the calendar and planning. While not a game by itself, I could see this tool benefiting student learning by providing a stable and predictable environment.

I think that games, whether web-based or not, can be an engaging and helpful tool for students to learn. It is important for game-based learning to incorporate all aspects of the Technological Pedagogical Content Knowledge (TPACK) framework in order for the activity to be as beneficial for students as possible. I will need further research to determine how to incorporate assessment methods into game-based learning.

TPACK Model

TPACK Model

References:

Farber, M. (2016). 3 Ways to use game-based learning [web article]. Retrieved from https://www.edutopia.org/article/3-ways-use-game-based-learning-matthew-farber

PBS & Grunwald Associates LLC. (2010). “Deepening Connections: Teachers Increasingly Rely on Media and Technology.”

Peters, J. (2016). 5 Main advantages of game-based learning [web article]. Retrieved from http://www.brighthubeducation.com/teaching-methods-tips/129304-advantages-of-game-based-learning/

4 thoughts on “ISTE Standard 2: Design and Develop Digital-Age Learning Experiences and Assessments

  1. Love the idea of using games to make learning more fun, while also giving kids the opportunity to reach learning goals! Who says learning has to always be done via lecture or with pen and paper? Let’s embrace the flashy lights and fun animation of learning games and bring them into the classroom!

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  2. It is pretty amazing how far we have come since Oregon Trail and Math Blasters! Knowing what vivid memories I have of playing those games in class growing up, I definitely agree computer games can be an effective and memorable tool when used correctly.

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  3. I enjoyed reading your blog and I agree games can be a great tool to have. I think games allow students to be more relaxed and sometimes don’t realize that they are actually learning. I also agree, games can be an effective teaching strategy when used appropriately.

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  4. While I have seen instances where literacy and math computer games have served as substitute for actual teaching (which is preposterous), these articles provide positive evidence for game use when integrated together with instruction and learning activities in a cohesive way. Games are obviously engaging for students, but they cannot be used alone, and this shows the success of that integration. Farber’s (2016) idea of gaming to create a shared experience in the classroom is certainly enlightening.

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