|
Background
The Shinkendo Oi case study has been explicitly written with the needs of
the teacher in mind. It is intended to be embedded in a scheme of work, and
allows for entry in a national business education competition that does not
generate hours of extra-curricular activity.
Many more issues can be drawn from the case study situation than would emerge
from the basic four lessons that can be covered as part of the competition.
These notes accompany the case study and flag up issues and concepts that can
be explored further. Also listed are websites that can be used for extension
work.
How to use the online lessons
The online lessons are a starting point to get students thinking and talking
about the games console. They are in no way seen as being prescriptive.
The competition judges are looking for creative and imaginative responses to
the report.
The lessons can be printed out or used online by students studying alone or in
groups. They can be used in a classroom setting or set for homework, depending
on the confidence and ability of the students. Students in their groups could
be encouraged to set up online discussion groups to help them work together on
these problems and to document the development of their ideas.
Links to examination syllabuses
The Case Study has as far as possible been written to focus on business education syllabuses for examination courses for 16 to 18 year-old students in England and Scotland.
Links to Key Skills
The case study has been designed to provide opportunities for developing and
generating evidence for assessing the key skills of:
-
communication
-
application of number
-
information technology
-
improving own learning and performance
-
working with others
-
problem solving
Click on the links to the left to find out more.
|