Global Project Design

A Template for sharing ideas and designing a global project as part of the Flat Classroom Certified Teacher Certificate Course. Create a new wiki page as often as you need to start a new idea for a global project. Delete this text when complete

INSTRUCTIONS: Replace the text in italics with your own ideas and content (RH Columns). Link this page (and any others like this) from the MASTER GLOBAL PROJECT DESIGN IDEAS wiki. Delete this text when complete.

Name: Lynn Koresh

FCCT Cohort: FCCT 13-2

Date: November 10, 2013


Flat Classroom® Framework

Name of Project: My Homework is a Game?
Website URL:
Location:
Communication: Zoom Meeting Tool, Blogger, PBWorks Wiki
Generation: Grades 6-8 in United States, Ages 11-14.
Information:
Learning Legacy:

PART A: Global Project Design Essentials

Project Name
My Homework is a Game?
Curriculum Idea and Alignment
Information and Technology Literacy
This project can be made interdisciplinary by choosing games related to a specific discipline.
Guiding Question and Project Aims
What is the impact of the use of computer games on young people?
Why use computer games for learning?
Prerequisites and Skill Level
Students must be able to create a Blog and use Web 2.0 tools to create a video or presentation.
Teachers must be able to create and monitor a wiki.
Standards Alignment
ISTE NETS
Student level/age
Grade Level 6-8 in American School
Focus Questions
How have computer games been used for learning?
What are young people’s experiences and preferences in using computer games for learning?
What do video games teach besides violence?
How can we use games for more than drill and practice?
Working Mode: Individual and Team Structure
Clarify the working mode for students – team or individual
State if teams are formed across-classrooms and how that works
Required inputs
Teachers will create a Wiki with a grid for researching current games and learning topics in which student teams document current research.

Each student will create a blog that lists popular games in their community.
Students will create a video or presentation about a specific game.
Optional inputs
State any options or choices students may have for input such as additional leadership roles and team management
Required outcomes and Learning Experiences
Students will participate in a handshake a discuss popular games in their community.
Students will collaboratively update a wiki about games and learning with current information.
Students will produce a screencast or video that demonstrates a game and describes the steps needed to win the game. The project will include a mind map that shows important choices and/or skills required in the game.
Optional outcomes
State what each student or classroom may choose to contribute or participate in e.g. a real-time interaction, an audio introduction, a video walk showing the school environment
Workflow
This project will take 3 months. It is designed to be a project that devotes class time for project work once or twice a week.

*Week 1-2 - create blogs about popular games and comment on other students blogs.
*Week 3-5 add research to wiki
*Week 6-8 create video/presentation
*Week 9-10 share presentations
*Week 11-12 Celebrations
Assessment
Create common assessments for required outcomes
Evaluation
Determine common evaluation techniques

PART B: Seven Steps Design Principles and Teaching Strategies

Connection
Decide on tools and strategies to be put into place to connect teachers and then students in preparation for collaboration
• Determine Web 2.0 and other tools that are available (not blocked) within the schools
• Decide which platform(s) can be used to connect classrooms e.g. wiki, Google Apps, Moodle, Ning
• Determine shared expectations for connection protocols
Communication
Determine appropriate tools and strategies for monitoring and facilitating communication
• Decide methods for communicating teacher-teacher, teacher-student and student-student
• Determine expectations for communication - asynchronous and synchronous – and make this very clear
• Document guidelines for reliable, culturally sensitive, gender appropriate, language sensitive, context aware communication
Citizenship
Decide the teaching approach for how to be a reliable, responsible and ethical online learner and collaborator
• Establish agreed standards for educational networking such as avatar development, online profile, customization of online spaces, managing an online presence
• Define collective practice for Copyright, Intellectual Property and fair use, creative commons
Contribution and Collaboration
Establish a mechanism for equal and fair contribution opportunities and expectations
• Provide mechanisms for discussion between students while jointly researching, contributing and collaborating
• Determine methods for qualitative and quantitative collection of student contribution and collaboration
Choice
Determine outcomes that provide a challenge and engage students
• Consider varied outcomes, or varied topics that provide choices for participation, promote higher order thinking and problem solving and that build in success
Creation
Establish clear guidelines for format and submission of the final product(s)
• Construct templates if needed
• Consider a 'competition' or opportunity to share the work beyond the immediate participants
Celebration
Define a culminating activity for when the work is completed as a form of celebration
• Build in time for presentations and reflection/evaluation of the project