Instructional Games that Teach: New Strategies for the Classroom
Instructor: Carl Olson
Saturday, February 22, 2014 - Saturday, March 22, 2014
Section 2: April 19 - May 19, 2014
Instruction Mode: Combination
Location: St. Marys Greek Orthodox Church, Minneapolis, MN
Academic Level: K-12 Professional Development
Partner Course Fee: $695
This three-credit hour continuing education graduate course provides classroom teachers with a variety of instructional learning games specifically addressing each of the student learning styles in a variety of academic areas. The course will cover the theoretical base, basic concepts and principles behind this teaching style as well as how using this instructional games approach will benefit the auditory, visual and kinesthetic learners to the end that higher student achievement levels will result. The course material offers a hands-on method for developing a collection of activities and strategies which require minimal, easy-to-obtain materials which teachers can use to keep students actively involved in learning while in each case relating the activity to student achievement. The result will help students to carry-over the learning process into new academic areas. The outcome in the classroom is to provide faster learning and longer retention of concepts by allowing students to experience the concepts in a variety of ways. The course is based on active participation and discussion and is presented in a multi-media approach. Many ideas, materials, activities and strategies will be presented which are motivational, yet rigorous, in format and also attend to high level thinking skills.
By the completion of the course, participants should know and understand:
1. The concepts, theories and research related to this teaching style.
2. How to identify a variety of student learning styles, especially kinesthetic learners.
3. The importance of teaching to the various learning styles.
4. How to implement a number of activities for each learning style for any concept being taught.
5. A variety of ideas, materials, strategies and activities to be used immediately in the classroom.
6. The practical methods presented to the students’ learning styles.
7. The application of course projects in the student’s classrooms.
8. How to match student participation in games based directly on how the student can best learn.
Moscovich, I. (2006). The big book of brain games. New York, NY: Workman Publishing
This course meets from 9:00 a.m. - 5:30 p.m. for all sections with the remainder of the course online.
The total cost includes the NDSU graduate credit however textbooks are not included.
You will be redirected to the IGS website for registration.