The author outlines a proposed game-like design model for teachers to employ when planning courses, units, and lessons. The author calls for teachers to work as designers of experiences and facilitators of learning. The design model consists of three phases: Wonder, Play, and Make. The Wonder phase is centered on inducing cognitive dissonance, defining roles and identities, and starting to unveil the challenge. The Play phase calls for teachers to design experiences that are similar to levels within video games, and that allow students to explore and tinker, while experiencing both challenge and support. The Make phase consists of clearly defining the challenge, setting the conditions for the Make, and a call to share. The paper concludes with additional possibilities and constraints.
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