In class, we did a group activity where each group had to take a turn on this online-game for developing lessons, called Grow-A-Game...
found at: http://www.tiltfactor.org/growagame/play.html
My group spun:
Game Verb: Haunting
Value: Altruism
Game to Modify: Life
Social Issue: Singing
Everything pretty much made sense together... except singing?? Is singing really a social issue?
The challenge was to brainstorm this lesson, and I think we came up with something along the lines of altruistic, or rather un-altruistic, decisions being haunting, and if you made correct decisions, you got to move forward on the board game, oh, and you had to sing your decisions....??
So, then we broke down into groups and have to come up with a game for building lesson plans. My idea was similar to drawing names from a hat: the teacher had four bags, labeled each with one category: Materials (which would depend on your art room), Visual Culture, Socio-Political Concerns, and Meaning Making. There would be little pieces of paper with all the ideas and options you can possibly come up with for each category in each bag, and then you simply draw one paper from each bag at random. ...
I think what is most important when developing a lesson planning strategy is that any rules can be broken and modified at any point- that it is flexible. ..singing? really?
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