Published on 12/17/2012
- how to integrate their knowledge from English, Maths, Science, Geography and History to create a product for an authentic audience
- how to collaborate with students in their class and experts in the community
- how to monitor their own learning progress, identify what they need to learn and evaluate the information they obtain
Ages 11 - 13
Ages 14 - 18
Twenty-first century skills
21st Century Skills
Knowledge building & critical thinking
ICT for learning
Problem solving & innovation (creativity)
Project based learning (PBL)
This project involves using games and project based learning activities to enhance students’ creativity, higher order thinking skills, collaboration and self regulation. Microsoft Xbox and Kinect games and other commercial games such as Minecraft are embedded in long term student-driven projects, spanning 5 weeks to 5 months. These projects start with a driving question which integrates English, Maths, Science, Geography and History curricula. The driving questions address authentic purposes and audiences and require students to work as a team to identify what they need to learn and then locate, synthesise and evaluate this information. Student teams then decide on what kind of products they would create to address the purpose and audience and create their own timelines accordingly. They make multiple drafts of their products, which are self and peer assessed using the goals, medals and missions model of feedback. Their final products are uploaded online for their intended audience and the wider school community.
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