The TPACK Game


Round 1

  1. Review white content cards, and fill in blank cards with additional content topics of interest.
  2. Each person should keep 2-3 content cards in front of them.
  3. Review the green technology cards and discuss any that you're unfamiliar with. Fill in blank technology cards with additional tools or resources.
  4. Take turns randomly selecting one of your content cards, a yellow pedagogy card, and a green technology card. Looking at all three in combination, discuss how well (or not) the particular combination might work to teach the content. Repeat for each group member.

Round 2

  1. Take turns randomly selecting one of your content cards, two pedagogy cards and two technology cards. Try to determine the most effective combination of content, pedagogy and technology cards, and explain your reasoning to the group. Discuss other possible combinations if time allows. Repeat for each member of the group.

Debrief


Reactions
  • Game challenged you to look at other possibilities - things you might not have considered otherwise
  • Kind of mash-up - thinking outside the box
  • It helped us to conceptualize the content and pedagogy together

Outstanding combinations:
  • Identify periods of artwork, presentation software, and problem-based learning - what if the student had to do a presentation on a time period as a time traveler - connects with history, fashion, etc.
  • Design an experiment, concept mapping software, inquiry cycle
  • Causes of the American Revolution, simulation, digital games, videoconferencing to pull in multiple perspectives, or broadcasting video
  • Factoring polynomials, collaborative learning, interactive whiteboard (e.g., area models, etc.), personal response systems
  • Persuasive writing techniques, wiki or Google docs, problem-based learning - developing a collection of persuasive writing examples/snippets - problem is the content of the writing

How might this game help teachers and faculty to develop their TPACK?
  • Reminds us that there are more solutions or tools that provides the one best approach - we need a toolkit of possibilities
  • A particular tool can be used in a variety of ways (e.g., interactive whiteboards)
  • We need to be sensitive to teachers' stages of development related to technology (e.g., some might be very tech-savvy, but for others podcasting or another tool might be too much, too soon)
  • You could create a similar game for students to use
  • The randomized cards might lead to trying to "Make something fit" - probably better to focus on organic connections based on things that do "fit" together
  • This is a safe, non-threatening way to begin this discussion and thinking about tech integration
  • This encourages students to take chances and not be afraid to fail


Here are the TPACK game cards we used (please modify to fit your context) -

For more information on an extended version and variations of the TPACK game, check out Karen Richardson's Learning & Leading with Technology article