K-12 Teaching and Learning with Non-Digital Games Microcredential
K-12 Teaching and Learning with Non-Digital Games Microcredential
This microcredential gives K-12 educators a deeper understanding of the research and resulting best practices regarding how, when, where, and why to implement non-digital games in the classroom. Upon completion of this microcredential, teachers will be able to describe their experience with implementing analog games into the classroom.
MICROCREDENTIAL ID: ETEC-TLG-0001
CREDENTIAL: K-12 Teaching and Learning with Games
CREDITS: 1.0 CEU (10 hours)
AUTHOR: Dr. Rick Ferdig
Registration
How to Earn This Microcredential
Participants must submit evidence of learning, implementing, and reflecting on teaching with non-digital games in the classroom. This includes a written overview of the advantages and disadvantages of analog gaming, an implementation of analog gaming in the classroom, and a reflection on lessons learned in this microcredential.
Fees
Participants submitting this microcredential for review will be assessed an administrative fee of $50. Participants who successfully complete the microcredential will receive a certificate showing completion of 1.0 CEU.
Why Get This Microcredential?
This microcredential is part of the K-12 Teaching and Learning with Games Credential. This is the first microcredential in the credential; it introduces participants to the long and storied use of non-digital games. It allows teachers to try analog games in their teaching and learning contexts. The content also sets the stage for additional learning about digital game consumption, production, and gamification.
Benefits of this Microcredential
Analog gaming, which often refers to things like board and card games, has made a tremendous return societally. This could be due, in part, to families gathered together during the pandemic. There has also been recent research suggesting the benefits of a return to board games. While educators may have played analog or board games in their own homes, many have yet to explore the use of such games in educational settings. Many prefer or have been asked to jump into digital gaming without considering the analog counterpart. The purpose of this microcredential is to prepare educators to make research-based arguments for the benefits (and ways to address the needs) of analog gaming in education.
Standards
Evidence Review
Candidates interested in earning this microcredential must submit three pieces of evidence: one piece related to learning, one related to implementing, and one related to reflecting.
When you are ready for your evidence review, submit your pieces of evidence for feedback from a qualified instructor.