docx, 2.07 MB
docx, 2.07 MB
The following model is based around platform games and has incorporated within it Blooms taxonomy to promote stretch and challenge and differentiation, Hattie’s and William and Blacks theories and studies on assessment for learning as well as some collaborative and independent learning strategies taken from The Teachers Tool Kit by Paul Ginnis and Teaching Today by Geoff Petty. They are signposted as to when, where and what strategies could be used at the various stages or levels.
You and your students will be familiar with the ideas and structures that are drawn from gaming and are in the blue print of many young learners, and not so young learners, in the 21st century.
The GOLOCO model allows the learners the affordance they need to understand their own learning and to take control of their own progress and development.


Traditional pedagogy of teaching and learning mixed with the platform gaming format, sounds fun!

Surely I could synthesis this into how we might approach a lesson?

This model uses Gamification influences and structures in order to give students and teachers the affordance needed in today's teaching and learning arenas.

a guide and you can use it as you wish. Any feedback would be great as this helps me to develop

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